八站完整提示词汇编 检索日期:2026年10月9日 全文收录:534条(含完整风格模板与制作规程) 原站全文链接:821条 合并后的总目录:1355条 使用方法 1. 在配套Excel索引中按类别、提示词类型或来源网站筛选,再按编号在本文件中搜索。 2. 每条的“完整原文开始”与“完整原文结束”之间是提示词正文。保留原文语言、占位符、段落和代码。 3. “网站编写的起始提示词”是该站提供的复刻起点;“完整风格模板”是可复用的STYLE.md;作者短指令、制作模板和技能主指令分别标明。 4. 本次“完整”指已公开文本的完整性,不代表此前对话、参考图、视频、音频或配套工程文件已经随文提供。使用前查看每条来源说明。 5. 未获原文再发布授权的长提示词只保留原网页全文链接;已知节选与未能核实的条目只列于Excel的“全部来源”,不计入本文件完整目录。 6. 清除明确的网页编码和外层转录残留后,按连续空白归一后完全相同的文本合并;不同措辞和版本保留。清理均在条目中说明。站点转录与原作者完整制作记录不同,本次未逐帖独立重建所有原始对话。 署名与收录依据 Lemo-Opuscar:LemoLab,43份完整风格文档,MIT。 https://github.com/lemomo-ai/lemo-opuscar Specimen & Signal:0xpratzyy/specimen-and-signal,172条网站编写的starter prompt,作者声明“Starter prompts are free to copy.”;每条保留示例作品原帖。 许可声明页面:https://specimen-and-signal.vercel.app/ Cinetic:Leonxlnx,完整SKILL.md,MIT。Product Film:Rieranthony,完整film-prompt.md模板,MIT。战争地图提示词:yanqingcheng/war-atlas-a-b,MIT。完整许可见文件末尾。 部分目录标题及说明参考Li-Evan整理的Awesome Opus 5.5 Video Prompts,并作中文编排;该整理、描述及指南为CC BY 4.0。原帖提示词另按各自来源处理,没有把仓库整理许可视为全部第三方原文许可。 https://github.com/Li-Evan/awesome-opus-5.5-video-prompts#rights-and-takedown https://creativecommons.org/licenses/by/4.0/ 第一部分:完整提示词与模板正文 ================================================================ 【P0001】浮世绘 分类:风格模板 / 东方传统 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/ukiyoe/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:12397 说明:旅人走向远山,每个镜头都是一幅版画,最后迎来一道巨浪。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0001 完整原文开始 ----- # Ukiyo-e — Style Prompt > Edo-period woodblock prints brought to life: flat colour blocks, carved ink lines, bokashi skies, paper you can feel, and a camera that moves over the print like an unrolling handscroll. > References (grammar only): Hokusai's *Thirty-six Views* (one constant subject placed differently each time; bold geometric cropping); Hiroshige's *Fifty-three Stations* and *Hundred Famous Views* (small figures, rain lines, extreme foreground framing); the anime *Mononoke* (2007) (print texture alive in motion, flat layers sliding, seals as screen language). Never reproduce a specific famous print (no copy of *The Great Wave*, *Red Fuji*, *Sudden Shower over Ōhashi*), and never copy their characters or compositions. ## 1. Essence, and what it is not Every shot is **a complete woodblock print**: a sheet of washi, a thin double ink border, flat areas of colour printed from separate blocks, a black key-block line on top, a vertical title cartouche and a red seal. The world is flat on purpose. Depth comes from stacked horizontal layers, mist bands and bold cropping, never from perspective rendering, lighting or shading. What makes it read as *printed* rather than *vector*: - **Paper** is always visible: warm washi, long fibres, slight edge ageing. - **Each colour is its own block**, slightly **out of register** (1.5–2.5 px) with the key line. - Large colour areas show **woodgrain** and **baren rubbing** (uneven ink density, circular streaks) and fine **goma-zuri** specks. - **Bokashi**, hand-wiped gradients, in skies and water. Not a flat vector illustration with a paper overlay (no woodgrain, no misregistration), not Chinese ink wash (no bleeding washes, colour is printed, not painted), not anime cel shading (no light and shadow on forms). ## 2. Materials & rendering - **The sheet is the frame**: the print fills the screen at zoom 1, inside a thick + thin ink border, with a paper margin beyond. Sheets can sit on a long mounting scroll (darker tan paper, a roller at one end), so the camera can travel from print to print. - **Blocks**: draw each colour group into its own offscreen canvas, cached once (key lines; blues; greens / secondary; reds / figures). Composite each with a small fixed registration offset (1.5–2.5 px, a different direction per block). - **Texture every colour block**: woodgrain (`source-atop`, strongest in sky and water) → baren streaks → goma-zuri specks (both `destination-out`); the key block gets specks only; light paper fibres over the finished sheet so paper shows through the ink. Big dynamic fills get the same textures inside their clip. Woodgrain = iso-lines of a warped noise field; baren = blurred circular arcs + zigzag streaks (recipe and alphas in [DEMO.md](DEMO.md#palette--props)). - **Bokashi** is generated per pixel: a gradient whose top edge wanders by low-frequency noise per column (±20–30 px). Never strips of `fillRect` (vertical seams). - **Line**: key lines 2.4–3 px; large contours are variable-width filled strokes, tapered at both ends, with ±20–35 % low-frequency width jitter. Distant things get a grey key line or none. - **Motifs of the medium**: mist as long rounded flat bands (suyari-gasumi) fading at both ends; pines with flat-topped **needle pads**; fields as high, flat, parallel layers whose cross lines are **parallel and slanted**, never converging; rain as two sets of fine straight lines at slightly different angles under a sumi bokashi sky; water as banded blues with bokashi between bands, foam and spray left as paper. - **Seal**: characters cut out of red, chipped edges. **Figures** are small in the landscape (roughly 80–130 px at full sheet), flat, with a clear silhouette; faces in a few strokes. ## 3. Colour logic - **A pigment set, not a colour wheel**: 6–9 flat hues, each printed from its own block, over the paper ground. No gradients except bokashi, no shading on forms. - **Sumi key line** over everything; **paper is the white** (no white pigment for foam, snow, mist, blank sky). - **One dominant hue family** carries sky and water (in the 19th-century prints, Prussian blue); **red is rare**: seals, a sun, one garment or tab. - Far layers pale and low-contrast, near layers saturated with dark key lines. - Examples, one per film: an indigo-and-beni landscape (Prussian blue, pale blue, beni red, ochre, greens, sumi, as in our demo); a bijin-ga interior (pale pink, mauve, grey-green, lacquer black, a mica-grey ground); an autumn surimono (persimmon, ochre, grey-green, deep brown, one blue). ## 4. Type & subtitles - **Subtitle = a horizontal cartouche**: a cream slip with a thick + thin ink border and a small red seal at the left; Shippori Mincho (500) in sumi, centred near the bottom. It "prints" in with the reveal mask and fades out. Hold ≥ max(1.8 s, speech + 0.6 s). It covers the bottom ~150 px: keep ground lines and figures above it. - **View cartouche**: vertical cream slip, thick + thin border, a pale tab with the series title, the view title below in a brush font (e.g. Yuji Syuku), a seal beside: the "full stop" of each view. Titles live on the print as cartouches and seals, never as floating type. ## 5. Motion quality - Prints are still. **Most of the frame does not move**; each view has one or two small actions (steam, rain, a lantern, a falling leaf). - **Figures and nature step at 8 fps**; rain and fast water at **12 fps**; **the camera moves on ones (24 fps)**. A stepped camera judders. - **Printing reveal**: each block appears over ~0.3 s with a diagonal baren sweep with a noisy edge, sliding 5–6 px into registration as it lands (pure noise looks like mould). - Cartouches drop in (fade + a short slide); a seal *stamps* (scale ~1.35 → 1 in 0.2 s). - A native move needs a **held beat of about a second** to be read; a peak flashed in under a second reads as noise. ## 6. Camera grammar The camera moves *over* prints and between them; it never rotates in 3D space inside one. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Locked frame on one sheet | Reading a print on a wall | a place; a portrait; a still moment | | Handscroll slide, right → left through the mounting gap (shorter slides = urgency) | Travel, the next station | a journey; a sequence of steps; a race | | Very slow push toward a framing device (a window, a fan, a gate) | Attention narrowing | discovery; longing; a detail that matters | | Tilt past the border into the mount | Something larger than the print | a flood; a rumour; a giant | | Pull-back from one sheet to many | The series seen whole | a summary; a timeline; a collection | | Crash-zoom into the texture (grain, specks, fibres) | The medium itself becomes the image | a dream; a breakdown; a memory dissolving | | Pan across a triptych (three sheets side by side) | One scene too wide for one sheet | a procession; a battle; a festival | | Hard cut to a blank sheet | Ma (間), a held breath | aftermath; a pause before a decision | Framing: bold cropping and extreme foreground elements (a branch, a post, a lantern crossing the frame) are native; depth by stacking, never by perspective. Allowed transitions: scroll slides, printing reveals, a wash back to paper, a cut to blank. No cross-dissolves, no 3D flips. ## 7. Sound palette - **Japanese instruments, not piano and pads**: shamisen (`core/audio/pluck.py shamisen`, with sawari buzz), shakuhachi, koto, taiko and shime-daiko, kotsuzumi / ōtsuzumi calls, hyōshigi (wooden clappers), a small bell. - **Modes**: miyako-bushi (in scale), yō, ritsu; long breathy tones with a slide into each note and *meri* drops at phrase ends suit the shakuhachi; the shamisen can hold a pulse or an ostinato. - **Techniques, as options**: absolute silence as *ma* (cut reverb tails too); a single sawari note left ringing; free-rhythm breath phrases against a steady pulse; clappers that accelerate (the kabuki curtain call); a taiko heartbeat that tightens into a roll; a koto glissando for a turn of season; a drum call (*kakegoe*) before an entrance. - **Foley follows the material**: paper (baren rub = band-passed noise with a slow circular modulation; scroll slide; seal = low thump + tacky peel), wood (block set down, hollow steps), glass (wind chime), water, birds and insects of the season. - **Voice**: calm, few short lines, like a poem written beside the print. Duck music ~8 dB under voice, ambience ~4 dB. Loudness −14 LUFS; `mux.sh` grain **0** (the paper is the grain). ## 8. Native moves A menu: use the ones your story needs. - **A series of views.** One constant subject in different compositions; the story is told by *where it sits in the frame* each time. *Fits content like:* one building through a century; a product in five homes; the same street in four seasons. - **The handscroll.** Scenes don't cut; the camera slides right to left and the next print arrives. *Fits content like:* a supply chain; the stations of a pilgrimage; the steps of a recipe. - **Printing, block by block.** Key line first, then each colour lands slightly off and snaps into register. *Fits content like:* a building going up; an idea taking shape; a character being "made" for the story. - **Paper is the white.** Foam, snow, mist and blank sky are unprinted paper; white can flood the frame and wash the print back to a blank sheet. *Fits content like:* a snowfall that erases a town; forgetting; a clean start. - **The frame is an object.** Border, cartouche and seal are physical; something big enough breaks out of the border into the mount. *Fits content like:* a festival that can't be contained; a legend; a runaway success. - **Alternate impressions.** The same key block reprinted with different colour blocks (day → night, spring → winter). *Fits content like:* before and after; a city lit at night; two lives in one house. - **The triptych.** A scene split across three sheets that join. *Fits content like:* three generations; a panorama of a harbour; a debate between three voices. ## 9. Pitfalls of the medium - Bokashi from `fillRect` strips leaves vertical seams → build it per pixel. - Too much speckle or fibre makes dark areas look like sandpaper or scratched film → specks α ≈ 0.3, fibres α ≈ 0.09. - A perspective grid for fields looks digital → parallel, slanted, flat layering. - Pine clusters drawn as half-discs look like parasols → flat pads with needle fans. - Offset curves self-intersect at tight bends → build inner lines from the gentle side of the contour; force control points x-monotonic. - Breaking out of the print must escape **both** the sheet clip and the frame clip. - A seal drawn with `multiply` vanishes on dark ground → `source-over` there. ## 10. Engine In `demo/`: `print.js` (paper, woodgrain, baren, specks, blocks, bokashi, carved lines, reveal masks, cartouche, seals: the reusable core), `nature.js` (mountains, pines, rocks, rain, birds), `wave.js` (banded water, fractal claws, spray), `traveler.js` (flat figure rig), `views.js` (prints as cached blocks + per-frame `paint()`), `main.js` (camera, scroll, reveal, subtitles), `music/score.py`. Instrument recipes and commands: [DEMO.md](DEMO.md#build-notes). ## 11. Variation space You decide the constant subject (or none), the number of views, the characters, the opening, the ending, the camera path, the pacing and the pigment set. All far from our demo: - Structures: **alternate impressions** (one key block of a single street, reprinted for dawn, rain, festival night and snow); **a triptych unfolding** (three sheets revealed one at a time, the story only readable when all three join); **a print being made** (the carver's blocks, one per shot, each block's colour telling one chapter). - Openings: **a close crop** (an extreme foreground detail, a lantern or a sleeve, fills the sheet; the pull-back finds the print); **the bare block** (carved wood inked, the paper laid on, the baren rubs; lifted to reveal the first print); **the mount first** (a closed scroll unrolls to its first sheet). - Endings: **a seal alone** (the print fades back to paper, only the red seal remains); **the album closes** (sheets stack like pages, the cover lands); **the last print left unfinished** (key line only, colour blocks never land). --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0001 完整原文结束 ----- ================================================================ 【P0002】皮影戏 分类:风格模板 / 东方传统 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/shadow-puppet/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:12711 说明:十日炙烤大地,后羿张弓射日。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0002 完整原文开始 ----- # Shadow Puppetry — Style Prompt > Chinese shadow theatre: translucent dyed-hide puppets, carved like lace, pressed against a cotton screen and lit from behind by oil lamps. > References (grammar only): Lotte Reiniger's *The Adventures of Prince Achmed* (1926) for profile acting and lace-like scenery; Shaanxi / Huayin shadow theatre for carving, colour and gong-and-drum rhythm. Never reproduce a specific historical puppet, melody or recording, and never name them in the film. ## 1. Essence, and what it is not A white cloth screen; behind it, flat puppets cut from **translucent dyed hide**, lit by an **oil lamp**. Colour arrives *by transmitted light*: dyes glow like stained glass, carved holes shine brightest, overlaps go darker. Puppets are jointed with **visible thread rivets** and moved by **thin rods** (neck and hands) that show as soft grey lines just off the screen. It is live theatre, not stop-motion: the screen **flickers with the lamp**, puppets **tremble in the hand**, loose parts **swing on their rivets**. Not a black silhouette film (colour is the second protagonist), not paper-cut (the light comes *through*), not stained glass (no lead lines; pieces move and overlap), not flat vector cut-out animation. ## 2. Materials & rendering **Rendering model.** Per pixel: `image = tonemap( lampLight × hideTransmission × clothTexture )`. - `hideTransmission`: a 2D canvas that starts **white**; every piece is drawn with `multiply`. Holes stay white, overlaps darken by themselves. - `lampLight`: per lamp a broad lobe plus a tight hotspot (~6 : 1), each flickering independently (a few % of ~7 Hz value noise plus a faster sine). Warm light, never white. - `tonemap = 1 − exp(−hdr)`, exposure ∝ `1/√(lamps lit)`: more lamps bleach the frame but keep it readable. Lamp count is a dial the story can turn. - **Cloth**: procedural weave (sin × sin, noise-warped), fibre speckle, low-frequency density blotches, darker edges at the frame. **Post**: warm-tinted bloom, a **warm vignette** (toward brown, never grey), slight saturation, soft S-curve, light grain; heat haze only when the story burns. **Hide and carving.** Multiply a tileable hide texture (mottling, fibres, specks) into each piece and restore its alpha with `destination-in` so holes survive. **Carving is density**: leave thin strips, cut out most of the area. Cut vocabulary: crescent rows (scales, tiles), diamond lattice, coin holes (round hole, square of hide inside), cloud collars and scrolls, tapered slits (cracks, rain, fur), strata along a ridge, leaf holes in a canopy. A dark carved outline (1.5–2.4 px) on every region. With `destination-out`, set `fillStyle = '#000'` first: fill alpha decides how much is cut. **Figures are jointed puppets**: 8–12 pieces, head ~1.2× natural with large headwear, sleeves in a different dye from the torso, round joint lobes with a rivet (dark ring + pale knot), arms by 2-bone IK from hand targets, held objects as separate pieces on the hand line. Sympathetic figures have *open-cut faces* (features as thin strips around a hole); antagonists solid faces. **Scenery** is carved set pieces on mostly empty lit cloth: one lace piece per element, a narrow carved ground strip, separate liftable strips for water or sky. Fire, smoke and moving water are carved pieces on rods, swapped and shaken, never particles. **Stage and backstage.** A lacquered frame (lintel, pillars, warm spill on its inner edges), optional blurred audience heads. Backstage = the same transmission canvas with the camera mirrored (`x → −x`), dark wood around, hanging lamps (additive flame glow; snuffed ones trailing dark smoke), hands and sleeves as **silhouettes with a warm rim** (mask minus mask shifted away from the light), rods sharp. ## 3. Colour logic - All colour is **transmitted**: a dye filters warm lamplight, so nothing is brighter than the lamp and every hue leans warm. - 3–5 saturated dyes + **raw hide** (the neutral) + **ink** (outlines, hair, boots). Holes are the brightest value. - Overlap is darkness: plan which pieces cross. - Brightness comes from the number of lamps, not grading. Night is fewer lamps, never added blue. - Thin things that must read (strings, shafts, text) are dark: pale pieces vanish on a bright cloth. - Example sets: *court* (vermilion, ochre, malachite); *river* (indigo, jade, one ochre); *harvest* (flame orange, gold, one green). ## 4. Type & subtitles - Subtitles belong to the theatre: a **storyteller's placard** (narrow dark-lacquer board, thin gold line, small carved seal), a label on a rod, or letters carved into hide. Classical OFL serif (e.g. Cormorant Garamond 600), 40–50 px, cream on dark, short slide in. Hold ≥ max(1.8 s, speech + 0.6 s). - **Titles are puppets**: dark hide plaques with letters cut out (`fillText` + `destination-out`, so words glow), a carved border, carried on rods, pressed on to enter, lifted off to exit. ## 5. Motion quality - **24 fps continuous** for puppets and camera; only swapped effect pieces (fire, water) step at 12 fps. - **Hand tremor** on every puppet (a few px, ~0.02 rad, low-frequency), stronger under tension. - Body glides with the main rod; **legs, plumes, tassels are simulated** (damped pendulums / spring chains driven by body acceleration, pre-simulated at a fixed rate for determinism). - Operatic phrasing: shuffling run → hop → crouch → **freeze pose on a percussion accent** (~1 s, only loose parts quiver) → head turn. - Faces never change; attitude = head angle + body tilt (up = resolve, down = sorrow). - **Press on / lift off**: arrivals come large and blurred onto the cloth and snap sharp (~0.5 s); exits grow, blur and fade (~1 s). - A new lamp flares with overshoot; a snuffed lamp gutters with fast flicker. - Never moves: the cloth, the frame. Nothing morphs: pieces rotate on rivets, slide on rods, or are swapped. ## 6. Camera grammar A vocabulary, not a route. Opening and ending come from the topic. | Move | Expresses | Can serve | |---|---|---| | Audience seat (whole stage, heads below) | "This is a show" | a legend; a lesson; a framed memory | | Push through the frame onto the cloth | Entering the tale | a story within a story; focus | | Lateral pan across a wide cloth | Extent, a place laid out | a journey; a disaster's reach; a procession | | Follow a puppet, slight zoom | Being with one figure | a pursuit; a working day | | **Crash zoom** of a few frames on a percussion hit | The drum becomes the camera | an entrance; a pose; a reveal | | Whip pan along a moving piece | Cause to effect | a message sent; a strike | | **Locked wide** | Every step of a change is seen | counting; repetition; stages | | Medium-close, empty cloth between two pieces | Distance, hesitation | a choice; a parting | | Close on a carved detail | Craft as meaning | a vow; a tool; a clue | | Tilt from ground strip to top of cloth | Height, hierarchy | a tower; heaven and earth | | Truck round to the back (mirror view) | The trick revealed | behind the scenes; who pulls the strings | | Pull back from cloth into the dark room | The tale becomes an object | aftermath; a story ending for the night | Puppets in profile; most of the cloth stays empty. When zoomed in, clamp the camera to the screen rectangle (no black bars); push on frame centre unless diving into a lamp. Transitions: lamps dimming, a blurred foreground pillar wipe, a piece lifting off in light, a flash to warm white; never a generic crossfade or digital wipe. ## 7. Sound palette - **Percussion first, not piano and strings** (gong-and-drum pattern thinking, 锣鼓经): low barrel drum, hard high clapper drum (woodblock), cymbals, small gong with rising pitch ("tai"), big gong with falling pitch ("kuang"); also a bamboo clapper board, pellet drum, sanxian pluck, a bamboo flute for quiet. - **Bowed and reed voices**: a bright nasal fiddle (erhu-like: pitched up, nasal formant, pitch-curve resampling for slides and vibrato), plain pentatonic (**huan-yin**) or sorrowful microtonal (**ku-yin**: raised 4th, lowered 7th); a shrill suona-like reed (oboe + 1.2–3 kHz formant + saturation) at most once. - **Techniques, as options**: a single tap inside a silence; one big gong per decisive hit; a heartbeat drum under dread; accelerating rolls into an entrance; one hit per visual step; a gong scrape to change space; a hard stop (≤ 30 ms, tails included). - **Silence**: hard-cut the whole bed; at most one sound inside (a breath, a tap, a sizzle). - **Foley follows the materials**: wooden clapper (醒木), match strike, lamp "fwoomp" and "pfft" + sizzle, rod taps on cloth, dry leather flaps on lift-off, leather steps, creaks of hide and wood props, leather thwacks, cloth rustle, backstage room tone. - **Voice**: a storyteller, few short lines, small-theatre reverb; music ducked ~12 dB, foley ~4 dB, voice ≥ 12 dB above the bed; −14 LUFS; check each line with whisper alone and on the final mix. ## 8. Native moves A menu: use the ones your story needs; put the strongest at the peak. - **The light is the world.** Lamp count drives heat and colour. *Fits content like:* city lights spreading at night; a fever rising and falling; servers switching on one by one. - **Off the screen = big and blurry.** A piece pulled toward the lamp grows and blurs. *Fits content like:* a rumour growing; a memory fading; a deadline pressing onto the cloth and snapping sharp. - **Go behind the screen.** Lamp, hands, rods. *Fits content like:* how a product is really made; who controls a market; a teacher revealing the method. - **Carved and translucent.** Holes glow, overlaps darken, open faces vs solid. *Fits content like:* an x-ray of a system; good and bad actors in a fable; layers of a city. - **Hand-held.** Tremor and swinging parts. *Fits content like:* a nervous interview; a tightrope; a toddler's first steps. - **Piece swap.** One carved piece on a rod replaced by another. *Fits content like:* seasons; a machine's states; weather over a harvest. - **Strip lift-off.** A band of scenery lifted to reveal another. *Fits content like:* geological layers; before/after a flood; an old town under a new one. ## 9. Pitfalls of the medium - Flat clip-art look → hide texture, denser openwork, deeper dyes, carved outlines everywhere. - Figures unreadable in profile → bigger head, fuller lower body, collar piece, contrasting sleeves. - Radiating shapes read as saw blades or petals → flame tongues with a fat base, belly and hooked tip, alternating curl. - Grey corners when overexposed → warm vignette. - Thin pale pieces vanish → make them dark. - Mirror view flips pieces when rotation uses the x scale for both axes → x scale for x, y scale for y. - Smoke with `lighter` is invisible on bright cloth → dark wisps, warm additive only near a lamp. - Push-in centred on an edge lamp shoves figures out → push on frame centre. - Beds leaking into a silence → hard-cut them. - Headless screenshots time out under GPU load → retry. ## 10. Engine In `demo/`: `carve.js` (piece sprites, `cut` / `cutLine` / `cutTaper`, pattern library, hide texture, rivets), `gl.js` (WebGL2 compositor: lamp field × transmission × cloth, mirror, bloom, haze, warm fade), `stage.js` (frame, audience, pillar wipe, cut-letter plaques), `backstage.js` (rim-lit silhouettes, flame, smoke), `hud.js` (placard), `scenery.js` (landscape pieces, ground strip, fire), plus the jointed rig with IK and pendulum parts; `?test=model|frame|hands` draws sheets from the real engine. A first test unlike the demo: carve a lantern-seller with a lattice basket, press it onto one lamp, light three more and watch the frame bleach. ## 11. Variation space You decide the story, the figures (or none), what the lamp means, what leaves the screen, the opening, the ending, the camera path, the dyes and the pacing. All far from our demo: - Structures: **a procession** (one long pan; each figure adds a dye until the cloth is a full street); **two puppeteers** (rival hands argue through their puppets; backstage shows who is winning); **a workshop** (a puppet is carved, dyed and riveted on the cloth, then performs its own making). - Openings: **backstage first** (rim-lit hands and rods before the front); **one hole of light** (the screen all dark hide; one carved hole glows and widens); **mid-show** (the camera finds a performance already in full percussion). - Endings: **the lamp is carried away** (the cloth darkens from one side); **the puppets rest** (lifted off one by one, laid flat on a dim table); **the audience leaves** (the heads stand and go, the cloth still glowing). --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0002 完整原文结束 ----- ================================================================ 【P0003】红色窗花剪纸 分类:风格模板 / 东方传统 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/papercut-red/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:12385 说明:除夕年兽进村,小女孩剪出的大窗花照亮全村,把它吓跑。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0003 完整原文开始 ----- # Red Paper-cut — Style Prompt > Chinese window-flower paper-cuts brought to life: jointed red cut-outs on paper grounds, where the cut *is* the drawing and the holes are where the light gets in. > References (grammar only): folk window flowers of Shaanxi and Yuxian (sawtooth, crescent, cloud and swirl cuts, fold-symmetric rosettes, *yin* and *yang* cutting); the 1958–59 Shanghai Animation Film Studio cut-paper shorts (jointed figures, profile acting, paper layers in parallax). Copy no studio character, no named artist's work and no real motif sheet: generate every pattern from code, and never name the references in the film. ## 1. Essence, and what it is not Every visible thing is **a piece of paper that was cut with scissors** and laid flat on another sheet. There is no painting, no gradient shading, no outline stroke: detail, volume and expression come only from **what was cut away**. Red paper is the hero material; grounds are paper too (a light paper by day, a deep dyed paper by night). Characters are **jointed cut-outs** (head, torso, upper and lower limbs pinned at rivets) animated in hard 12 fps steps. Not shadow puppetry: no light behind a screen, no translucent dyed hide, no rods. Here the paper is **front-lit and opaque**; backlight is a special event you save for the moment that needs it. Not flat vector art (no strokes, no gradients), not a silhouette film (every shape's interior is cut). ## 2. Materials & rendering - **Paper grain:** a neutral-grey texture in `soft-light` inside each piece (dye mottling, fibres, specks), then the piece's alpha restored with `destination-in`, so holes stay holes. - **Cut edge:** every silhouette is a polyline with a slight low-frequency wobble (hand-cut), a 1 px light rim upper-left and a dark rim lower-right (the cut face). Architecture and machines use straight segments + wobble, never smoothing. - **Paper thickness:** each piece casts a tight soft shadow on the layer below; stacked folded paper shows 2–6 offset darker edges. - **Figures: red block + yin lines.** Every figure piece gets an **inset contour** (a thin slit a few units inside the outline): the classic double outline, which also separates red-on-red overlaps (an arm over a coat). - **Folk cutting vocabulary** (`demo/motifs.js`): sawtooth rows (fur, grass, tiles, fringe), serrated edges, crescents (scales, quilting), swirls (joints), clouds, rosettes, plum, coin, tapered slits. - **No floating islands.** A closed ring cut would drop its centre out of real paper. Eyes are two crescents (upper and lower lid) that leave bridges, plus a pupil *hole*. - Faces never morph: expressions are **swappable face pieces** (smile, surprise, fear, determined, asleep). - **The rosette (团花)** is designed as one 45° wedge and mirrored 8× (D4); other folds give 2×, 4× or 6×. Alternate rings of *yang* cut (band cut away, red lines left) and *yin* cut (lines cut out of a red field). Fold seams leave faint crease lines: keep them, they are true to the craft. - **Light:** front-lit scenes use the paper as is. Night: `frame × lightmap` + warm pools, then **emissive** backlit pieces (light × paper transmission via `multiply`; holes at full light), a two-level bloom and optional rays. Keep bloom low enough that the pattern stays legible at the centre. - **Projected pattern:** a piece's hole mask, squashed onto the ground and added with `lighter`; on a character, masked by its layer alpha over a solid warm spot, so cut features still read as holes. ## 3. Colour logic - **China red** (around `#d2201f`, range `#c8102e`–`#d7261e`) is the hero material. Depth and role are shown by **paper tones one step apart**, not by shading: near pieces one step brighter, far pieces one step darker, an antagonist or a heavy object one step deeper. - **Ground and hero must be different paper families.** If background and hero are both red, the silhouettes stop popping. At night, all background layers are one dark dyed family and only the pieces that matter to the story are red; by day, a light paper ground with red and pale-red layers. - **Gold foil** is an accent kept for one late moment (a sun, a title, a coin); never a second main colour. - Examples of ground families: indigo night papers (far layers lighter blue, near darker); a warm rice-paper day with pale-red far hills; a jade-green or black paper for a story that isn't festive. Choose from the topic. ## 4. Type & subtitles - **Subtitles are a paper strip in the world**, e.g. a red banner (横批) darker than the picture's reds so cream text holds, serrated edges, swallow-tail ends; a sturdy OFL serif (e.g. Fraunces SemiBold) around 44 px, low, with a paper shadow. It drops in on two 12 fps steps, like a couplet being pasted. Hold ≥ max(1.8 s, speech + 0.7 s); never overlap. - **Titles** are cut-out letters (*yang*-cut, counters are real holes) popping in letter by letter on 12 fps steps, with sawtooth border strips and a seal cut by code. - Small credits may be printed ink on paper. ## 5. Motion quality - **Characters step at 12 fps** (pose sampled at `floor(t·12)/12`); **camera, light, weather, flames and flying pieces move on ones** at 24 fps. - Rigs pin pieces at rivets (neck, shoulders, elbows, hips, knees, jaws, tails). Hard poses, tiny eases, 1-frame overshoots ("pop" = 1.15× for one step). Weight comes from **size and camera shake**. - In profile, a raised near arm crosses the face: keep hands forward of the face or let a prop cover them. - **Folding:** the flap is split into ~16 strips; each is compressed by cosθ and enlarged along the fold by `1 + 0.28·height` (fake perspective), darkened as it stands up, in a lighter back colour past 90°, with a growing shadow and a crease after. About half a second per fold, each on a hit. - **Cutting:** the pattern is revealed through a mask of circles along the scissor path; the offcut drops once the outer edge is passed; blades open and close on a subdivision of the beat; scraps flutter out and land. - **Unfolding:** successive unfolds a fraction of a second apart, each flap swinging from folded to flat with ease-out (the "pa!" snap), then a scale bump and warm flash on the accent. ## 6. Camera grammar A vocabulary, not a route. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Extreme close-up tracking the scissor tip | making; attention to craft | a beginning of work; a precise act; a signature | | Flat front view, locked | the cut-out as an emblem | a title; a statement; a family portrait | | Slow pan across paper layers (parallax) | a world laid out | a village, a route, a timeline | | Low wide, a shape standing up from the ground layer | scale, threat | a storm; a rival; a deadline arriving | | Top-down tabletop | the craft as plot | folding, cutting, assembling, sorting | | Push toward a lit piece, pull back to many | one act spreading | influence; a network lighting up | | Page turn / sheet peel | time or place changing | day to night; before and after; chapters | | Pull back to an object in a room | the film was a thing someone made | memory; a gift; a tradition | | Rotation around a rosette's centre | order, repetition | a cycle; a team | Framing: layers stay parallel to the screen; depth comes from parallax and paper tones, never from perspective. Transitions are paper actions (fold, page turn, peel, a sheet flying off, a cut through the frame); no dissolves. ## 7. Sound palette - **Foley follows the material:** scissors = metallic shear sweep (2.5–9 kHz) + a short ring + a fibre crack; folds = swish + crease tap; unfold = sharp snap; heavy steps = *cardboard* thud, not flesh; paper peel; pasting = a palm pat; match strike, puff; firecrackers = dense clicks 20–60 ms apart with low booms. - **Instruments:** a bright Chinese chamber ensemble, not piano and strings and not the opera percussion of shadow puppetry: pipa (tremolo on long notes), zheng (`dan_tranh`: broken chords, glissandi, tremolo), erhu (glides), dizi (flute), sheng or yangqin colours, woodblock, small and big gong, frame drum. Pentatonic modes. - Options: one snip = one beat subdivision; a rising zheng run, one note per thing that appears; a frame-drum heartbeat for weight; one big gong saved for one accent; total silence for a held breath. - **Voice:** warm storyteller, few lines. Duck music ≈ 9 dB and foley ≈ 3 dB under the voice; keep impacts out of voice windows. Folk names may need an `asr` alias in `lines.json`. - Mix to −14 LUFS, **no film grain** (the paper fibres are the texture). ## 8. Native moves A menu: use the ones your story needs. - **Fold – cut – unfold.** Fold a sheet 2/4/8 times; one cut becomes many. Put the unfold on a strong beat. *Fits content like:* one teacher, many students; a single design mass-produced; one seed becoming a field. - **Holes are light.** A cut-out lit from behind glows deep red, every hole glows, and the pattern is projected onto the world. *Fits content like:* an idea shining through a person; a lighthouse; a window at night in a story about home. - **Symmetry replicates.** A mirrored motif peels off and multiplies (rosette → window flowers → fireworks). *Fits content like:* a franchise; cell division; a song spreading through a crowd. - **Scraps have a future.** The bits that fall while cutting come back later (as snow, confetti, stars). *Fits content like:* recycling; leftover time; small failures that add up. - **Everything is one flat sheet.** Things share the same cuts, so a ridge can stand up and be a creature, or a wave become a road. *Fits content like:* a landscape that becomes a map; a factory that turns out to be one machine; a zoom out to the made object. - **Mirrored pair.** Two figures cut from one folded sheet. *Fits content like:* twins; a partnership; before/after of the same person. ## 9. Pitfalls of the medium - **Red on red** reads as one blob → different ground family, near/far paper tones, inset contours for overlaps. - **Darkening a layer through the light map** also darkens what covers it → tint the layer itself (multiply + restore alpha). - **A flat cos-squashed flap reads as a sliding card**, not a fold → strips with fake perspective, darken as it stands up, show the back colour. - **Cut reveal shows the uncut stack through the holes** → stack thickness inside the "uncut" mask only; the cut part gets its own offset copies. - Scissors pointing backwards → the blade axis follows the direction of travel, the rivet a little behind the cutting point. - Blank frames between shots → overlap outgoing and incoming paper actions. - Engine traps (`put()` transforms, piece boxes, test pages) are in DEMO.md build notes. ## 10. Engine In `demo/`: `paper.js` (paper textures, piece builder: fill, cut, inset, edge, grain, shadows, transmission), `motifs.js` (folk pattern library), `rig.js` (2D affine rig helpers), `tuanhua.js` (8-fold rosette from one wedge × D4), `light.js` (night lightmap, backlit pieces, bloom, rays, masked projected light), `fold.js` (fold – cut – unfold sequence), `hud.js` (subtitle banner, cut-letter text); `?test=` pages draw model sheets from the real engine. A first test not in the demo: a bicycle from `paper.js` pieces (`sawRow` spokes), wheels riveted in `rig.js`, rolling on 12 fps steps. ## 11. Variation space You decide the structure, the cast (or none), the sets, the paper families, the opening, the ending, the camera path, the pacing and which native moves carry the story. All far from our demo: - Structures: **a year of twelve cuts** (a zodiac or calendar wheel, one wedge per month, rotating); **an assembly line** (a product built piece by piece from cut parts, each part a pattern); **a letter** (a folded message unfolds panel by panel, each panel a scene). - Openings: **a finished pattern** (a full rosette, then one piece falls out and walks away); **an empty ground** (a blank sheet, one fold crease appears); **a crowd of cut figures** already dancing, parallax full. - Endings: **refold** (the world folds back into a small square that is handed to someone); **scraps settle** (every offcut drifts down into a new pattern); **backlit only** (the lights go off except behind one cut piece, which projects the last image on the wall). --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0003 完整原文结束 ----- ================================================================ 【P0004】纸雕灯影 分类:风格模板 / 东方传统 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/paper-lantern/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:12047 说明:一枚月饼讲中秋的团圆与思念,纸雕灯箱层层透光。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0004 完整原文开始 ----- # Paper-cut Lightbox — Style Prompt > A layered paper-cut shadow box (纸雕灯) lit from behind: 6–9 sheets of cut card stacked in a shallow box, a warm light glowing through the paper, windows and moons burning through holes, soft shadows falling from each layer onto the next. The frame is the box; the camera is a macro lens inside a lamp. > References (grammar only): commercial paper-cut shadow-box lamps (纸雕灯 / "shadow box lightbox") for the layer stack and backlight; Lotte Reiniger's silhouette films for the cut-out, jointed figure language; Chinese 剪纸 motifs (auspicious clouds, eaves, mountains) as one possible vocabulary. Do not copy any specific lamp design, film frame or character. ## 1. Essence, and what it is not Every shot is **one physical object**: a shallow box (a cavity about 0.56 × 0.33 m, 0.16 m deep) holding parallel sheets of cut paper. Everything on screen is one of three things: 1. **A paper layer**: a flat cut sheet, one flat colour, fibre grain, a thin warm **rim of light on its top edge** and a **dark band on its bottom edge**. Back layers lighter and cooler, the front almost black: that value ladder *is* the depth. 2. **Light through paper**: a warm, cloudy translucency (pulp mottling), strongest near the light source. Windows, lanterns, trails of light are **holes / emissive windows** that burn and bloom. 3. **Shadows**: a top spot casts **soft shadows** from every layer onto the layers behind. This sells "real paper in a real box"; never turn it off. The film may step out of the box into the **real world** (the lit lamp on a table, spill light on nearby objects) to say "this is an object someone keeps"; whether, where and how often is a choice of the film. Not flat paper-cut animation (here: depth, backlight, cast shadows), not shadow puppetry (no single screen, no rods), not a 3D diorama (every element is a flat sheet parallel to the box front). ## 2. Materials & rendering - **Units in metres, y up.** Layers from z ≈ −0.14 (sky) to 0 (front); camera at z ≈ 0.3–0.56, fov ~26°. Full-bleed sheets are **never larger than the cavity**. - **A layer** is a Canvas2D drawing in metre space mapped to a plane; cut-outs are `destination-out` holes. Finish on every sheet: fibre grain (`source-atop`), a warm top rim and a dark bottom shade, each shifted a few px. - **Backlight shader**: `emissive += albedo × lightCol × trans × lit × falloff × (base + cloud)`, with a Gaussian falloff around a per-shot light point and a tiled pulp-mottle texture. `trans` per layer goes from ~.9 (far) to ~.05 (front). - **Emissive windows**: a second canvas (white = light) gated by a 0→1 "switch on" uniform; bloom makes them burn. Titles, lights and curtains in front neither cast nor receive shadows. - **Lens**: shallow depth of field, bloom, a gentle vignette; supersample 2× so cut edges stay crisp. - **Real-world set** (when used): wood frame, black lining, a dark room, an area light as the box's spill onto real objects. ## 3. Colour logic - **Back layers bright and translucent, front layers dark and opaque.** Each layer is one flat colour; the ladder of values from back to front is the depth. Never break it (a pale front layer flattens the box). - **One temperature per stack**, chosen by the scene (cool night, warm interior, violet or green elsewhere). Changing ladder is how the film says "another place". - **Light is warm** (amber to gold) against the stack, and it is the only saturated element besides one accent. - **One accent colour** (a seal red, or a single object's colour) marks what the story is about. A second accent only when the story has two sides (one each). - Examples of ladders: night village — `#0a1330` sky → `#6a86c2` far → `#3f5a92` mid → `#0e1532` front, windows `#ffb862`; desert caravan — `#f0c890` dusk sky → `#c07850` dunes → `#6a3020` → `#1e0e08`, fires `#ffd080`; winter forest — `#dfe6ee` → `#9aaec4` → `#4a6078` → `#101820`, one red scarf. ## 4. Type & subtitles - **Text in the picture is paper**: titles, letters, poems and captions are cut strips inside the box, revealed by growing from an anchor edge (scale the texture repeat with the mesh so glyphs aren't squashed), with an optional small seal. - Chinese: an OFL brush font (e.g. Ma Shan Zheng) for titles, a running script for handwriting, Noto Serif SC for subtitles. Latin: an OFL serif (e.g. Cormorant) at similar weight. - **Subtitles** are a quiet burned-in line under the box (serif 500, ~40 px CJK / ~38 px Latin, warm off-white, soft shadow, ~74 px from the bottom), fading in just before the line. Split long lines at the comma nearest the middle (~21 CJK / ~42 Latin characters). - **Words that appear as paper are not subtitled**: never show the same words twice. - Hold ≥ max(1.8 s, speech + 0.6 s). ## 5. Motion quality - **Everything moves like paper on a stick**: layers slide (x/y), rotate about a pivot, scale in from 0 along one axis ("written out"), or light up. No squash and stretch, no morphing, no bending. - **Jointed figures**: a body sheet + separate limb sheets anchored at the joint; animate rotation only. - **Light cues are the big motion**: the source, then each layer's translucency in a ~0.4 s stagger, then windows, then flicker (`1 + .06·sin(7.3t)·sin(3.1t)`). - **Hard action lands on spoken words** (use whisper word timings): an object slams, a character flashes, a light arc grows on its word. - Hand-held micro-drift on the camera (~0.6 mm) keeps a locked frame alive. Render on ones at 30 fps; never step. ## 6. Camera grammar A vocabulary, not a route. The lens is small and the box is shallow: moves are short. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Slow dolly in, nearly frontal | intimacy; being drawn into a place | a memory; a detail that matters; a lit window | | Slow dolly out | context; loneliness; scale | a figure alone; before/after; the whole place at once | | Rack focus between layers | attention moving in depth | two people near and far; a clue behind; now and then | | Lateral travel with depth parallax | journey; time passing | a road trip; a process in stages; a timeline | | Top-down layer stack | a made thing seen as a craftsman sees it | a recipe; a letter; a map; a product being assembled | | Pull out of / push into the box | the frame as object; "this is a story told" | a keepsake; a framing device; returning to the present | | Locked frame with only light changing | waiting; the passage of a day or a night | a vigil; seasons; a city going to sleep | | Tilt up/down the stack | climbing; falling; sky vs ground | a mountain; a well; hope and weight | | Near-plane occluder wipe | a curtain between scenes | chapter changes; dreams; a secret revealed | Framing: the story layer in focus, foreground and far layers soft; box edges fully out of frame inside, clearly in frame outside, never half. Transitions: dissolves (0.5–1.2 s), an iris, light off/on, a near-plane curtain whose halves meet exactly. No whip pans, no digital zooms. ## 7. Sound palette - **Instruments** that sit like light behind paper: felt piano, music box, celesta, harp or plucked zithers, bamboo flutes, soft strings; a solo instrument of the topic's culture. No drum kit; percussion only as single soft strokes (woodblock, small gong, hand drum). - **Foley is paper and light**: switch click + rising shimmer when a light turns on; paper rustle and slide; card-stock tap; lid thud; chimes on reveals; soft whoosh for curtains; beds from the scene (river, rails, city hum, crickets, snow wind). - **Silence**: the lamp switched off — all sound but a room tone drops out, then returns with the light. - **Mix character**: voice compressed and forward (RMS ~−18 dB), music underneath with ~5–6 dB of ducking under speech, foley low (−24…−34 dB), peak-limited, final at −14 LUFS. - **Options**: a new instrument entering when the film changes place; one foley sound per light cue; a music hand-over solved backwards so a swell lands on the line that matters. - **Voice**: warm, a storyteller at a table, not an announcer. Proof every line with whisper; for Chinese polyphonic characters feed TTS a homophone and keep the real text for subtitles. ## 8. Native moves A menu: use the ones your story needs. - **The lamp turns on.** Source, then far layers, then windows light up one by one. *Fits content like:* a shop opening at dawn; a startup's first customer; a stadium before a match. - **Two windows, one light.** Two lit places sharing one light source (a moon, a lighthouse, a satellite). *Fits content like:* a long-distance friendship; two labs working on the same problem; a sister city pair. - **Depth as distance.** A stack of ranges or streets makes "far away" visible; travel moves layers at speeds proportional to depth. *Fits content like:* a migration route; shipping a parcel; the history of a river. - **Paper that writes itself.** A strip grows from its edge on the spoken word. *Fits content like:* a recipe; the terms of a treaty; a child's first word. - **The box as keepsake.** The camera finds the real lamp in a room, real objects lit by its spill. *Fits content like:* a wedding anniversary; a product unboxing; a museum object's story. - **Light burst from an opened thing.** A lid lifts and analytic glow spills out. *Fits content like:* a gift; a discovery; a new idea. - **Silhouette in a window.** One jointed figure inside a lit frame. *Fits content like:* someone working late; a portrait of a craftsperson; a patient waiting. ## 9. Pitfalls of the medium - `destination-out` cut-outs need an **opaque fillStyle** before punching, or the hole is half-cut (`props.js` `cut(x, fn)` does it). - Soft shadows bleed and halo: layers that must not take part need **both** `shadow: false` and `recv: false`. - A transparent radial-gradient texture shows a square edge as an additive glow → use an analytic shader falloff (`burst()`). - A near-plane curtain whose halves don't meet at their **front edges** leaves a slit of the old shot. - Sheets larger than the cavity poke through the frame in outside shots. - **Grade state must not carry over** between shots: every grade key a shot omits must fall back to a default each frame, or renders depend on which frame a worker started on (visible pops at worker boundaries). - Headless Chrome must run with GPU flags; SwiftShader is ~6× slower. ## 10. Engine In `demo/src/`: `paper.js` (`sheet()` = one lit paper layer; `skyPanel`, `moon`, `text`, `burst`), `stage.js` (scene, top spot, `aim()` camera), `post.js` (DoF, bloom, transitions, grade), `room.js` (the real box and table), `art.js` / `people.js` / `props.js` (motifs, jointed figures, props), `lib.js`. `src/main.js` schedules shots, each `build(E) → { S, update(t), post(t), grade(t) }`. API table and a minimal shot: [DEMO.md](DEMO.md) "Engine reference". ## 11. Variation space You decide the places, the figures (or none), the ladders, the light source, whether the real world appears, the opening, the ending and the camera path. All far from our demo: - Structures: **one window, one year** (a locked lamp; the scene inside changes season by season, light the only transition); **a vertical stack** (the film tilts down through sky, city, street, underground, each a chapter); **a relay of objects** (a single object passes hand to hand across five small boxes, each a different ladder). - Openings: **already lit, mid-scene** (a figure walking through a lit street; we learn it is paper only when the camera racks focus); **darkness and one hole** (a single pinprick of light widens into a moon, a door, an eye); **top-down** (hands' view of a sheet being cut; the cut sheet slides into the stack). - Endings: **the lights go out one by one**, the last window last; **rack focus to the front layer** until the story blurs into warm light; **a new sheet slides in** at the front, starting the next story. --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0004 完整原文结束 ----- ================================================================ 【P0005】数据叙事 分类:风格模板 / 信息与发布 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/dataviz/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:11368 说明:一百年的夏季气温,图表本身就是故事。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0005 完整原文开始 ----- # Data Storytelling — Style Prompt > A chart that tells a story: real data, drawn mark by mark on cream paper by a red–blue pencil, with handwritten notes pinned to the numbers. The chart itself is the camera, the rhythm and the plot. > References (grammar only): Hans Rosling's *200 Countries, 200 Years, 4 Minutes* (one dot is a character), Ed Hawkins' warming stripes (a diverging ramp on a reference mean, no axes), The Pudding / NYT scrollytelling (one idea at a time, growing axes, pinned notes). Copy none of their charts, layouts or typefaces; never name them in the film. ## 1. Essence, and what it is not **The chart is the film.** Every mark is a real number and every movement is a meaningful chart operation (a mark lands, an axis grows, the scale changes, a series morphs, a note is pinned). The data is real, openly licensed and traceable. You change the framing, never the numbers. **Pick the chart the data asks for:** | The data is about | Chart | |---|---| | comparing categories, rankings | bars, a ranked bar race | | a relationship between two measures | scatter or bubble chart (one dot can be a character) | | place | map, choropleth, dots on a map | | parts of a whole, counts of people | unit / waffle chart, proportional squares | | before → after | slope or dumbbell chart | | a distribution | histogram, beeswarm | | where things go | flow / Sankey | | change over time | line or dot series, stripes, area | Three layers make it a story, not an infographic: **a human scale** (handwritten notes pinned to marks), **a performer** (a physical pencil that draws every mark), and **sonification** (each mark is a pitch; the trend is heard before it is read). Not a dashboard (one idea at a time), not a keynote with charts (no slides), never decoration. ## 2. Materials & rendering - **Paper**: warm cream, fixed-seed fibre noise and a faint dot grid in world space. **Ink**: dark warm ink for axes and series, pale warm grey for grid and zero line, IBM Plex Mono ticks. - **Marks**: data dots carry a thin ink ring so pale values stay visible on cream. A mark lands with a short pop and a thin ripple; suppress ripples when marks arrive closer than ~0.1 s. - **Handwriting** (Caveat) in pencil, per-glyph jitter, graphite grain, written on as the tip dances over the x-height. Leaders are wobbly curves ending in an **un-closed** ring around the mark. - **The red–blue pencil**: hex body, blue half / red half, sharpened wood cone. Only the tip end shows, from the lower right; its shadow drifts farther and softer with lift; sharp tip, soft body. - **Layout**: a plot box fixed in world space, a **memory zone** for early notes, every note pinned in **data space** (value + pixel offset) so rescales keep the layout, a bottom band for the caption. ## 3. Colour logic - Colour encodes **one thing: the value**. Diverging data uses a ramp (ColorBrewer RdBu family) centred on the mean of a meaningful reference period, with a symmetric span; data with no natural centre uses one sequential ramp. Everything else is ink on cream. - **Honesty beats drama**: pale values stay pale; never stretch a ramp to make a change look bigger. - The two pencil leads have meanings: **blue for memories and human notes, red for records and warnings**. A change of lead marks a turn. - One `accent` colour may bypass the ramp for a mark that is not data (a logo, a highlight). ## 4. Type & subtitles - **The subtitle is the figure caption**: a text serif (Newsreader), ink colour, left-aligned with the chart, ≤ 2 lines, with a hairline rule above it and a small mono kicker for the range drawn so far. Words appear on their whisper timestamps over a paper-colour band. Hold ≥ max(1.8 s, speech + 0.6 s). - The title is the **chart's own headline** (Newsreader), set in world space above the plot; it fades when the camera is close and returns with the full view. - No captions over a signature chart operation or a silence. ## 5. Motion quality - **The rhythm of the data is the rhythm of the film.** Map the marks to a musical grid; to accelerate, one option is to **divide the beat instead of changing tempo**. Pick a tempo whose finest subdivision lands on whole frames (at 24 fps a minute has 1440 frames; the count of finest notes per minute must divide it), so picture and sound never drift. - **Pencil acting**: lift before each tap, land with the shadow meeting the tip, a tiny rebound; hurry as data densifies, tremble like a seismograph needle at a peak. It can **flinch** (recoil and freeze), **hesitate** (hover before a mark) and **exit** (hand the story to the viewer). - **Rescale** reads as ratchet clicks (stepped, each step eased); a calm rescale is smooth. - **Morph**: a staggered sweep, each mark easing into its new form; notes fade as it passes and return as tiny marks. - **No fades to blank or dissolves.** Transitions are chart operations: axis growth, pull-backs, rescales, morphs, a cell widening into the next frame. ## 6. Camera grammar A 2D camera `{x, y, zoom, roll}` over **one sheet of paper**. A film is one take; a hard cut is rare and meaningful. The moves below are a vocabulary, not a route. Opening and ending come from the topic. | Move | Expresses | Can serve | |---|---|---| | Extreme close-up on one mark, following its leader | One fact, one life | a single case; a named person | | Full view first, then dive to one mark | The pattern before the case | a familiar trend; a myth to correct | | Pull back as axes grow out of the marks | The frame arrives with the unit | naming the measure; widening a claim | | Track the pencil, newest mark at ~60 % of width | Progress: the past behind, the future ahead | a series in time; a race; a queue | | Pedestal with rising data, a Dutch angle creeping in | Escalation, unease | runaway growth; a debt | | Punch-in over 2 frames, decaying shake, jolt on rescale | Surprise, a broken frame | an outlier; a crash | | Fast pull-out, roll, small constant tremor | A rush | a boom; a cascade; a panic | | Locked-off | The transformation is the movement | a morph; a slow reading | | Hold on one mark, then pull back | The part inside the whole | a verdict; context | | Pull and pan to add more real data | Scale switch | a longer record; the rest of the list | | Lateral pan across notes in the memory zone | Recollection | a biography; a timeline of events | Framing: subjects fill ≥ 1/3 of frame height at key moments. When the real axis scrolls off-screen, pin its tick labels to a paper strip at the frame edge (frozen pane). ## 7. Sound palette - **Ambience** follows the places the notes evoke (J-cuts in, L-cuts out). **Foley** is graphite, paper and wood: tick-and-paper taps, scratches for handwriting, a ruler hiss for axes, a paper puncture for a broken frame, a wooden click for the pencil flip, ratchet teeth for a rescale, a paper sweep for a morph. - **Sonification** is the music: pitch = value, rhythm = time density. Low values snap to a pentatonic scale, middle ones to semitones, extreme ones unquantized, with detune growing away from the reference. Timbre: a **low-pass-gate "plonk"** (sine + FM whose index rises with the value: wood → metal). Dense passages: quieter notes, decay ≤ 1.5 × the gap. - **Bed**: detuned-saw pad, soft kick, noise shaker, low-passed hats, sine sub, sample-and-hold blips, drones; harmony can darken or brighten with the data. - **Silence** is a tool: true digital silence (all layers) where the data should be heard alone, before a key mark, a morph or a verdict; the first sound after it matters most. - **Mix**: compressed calm, neutral narration, music ducked ~−11 dB, foley light except key taps; −14 LUFS, no grain. The voice never talks over a rush, a silence or a morph. ## 8. Native moves A menu: use the ones your story needs. - **One mark = one fact.** *Fits content like:* the first store a chain opened; the first patient of a trial; the first satellite launched. - **Axes grow with the story.** The y axis arrives when the narration first names the unit. *Fits content like:* revenue; a city's population; vaccination rates. - **Pinned annotations.** Their content and colour carry the arc. *Fits content like:* an athlete's season; a family's migrations; releases on a usage curve. - **Breaking the frame.** The chart must make room; the torn edge stays as a scar. *Fits content like:* a viral spike; a price bubble; a record-breaking flood. - **Encoding morph.** Bars into a waffle, a map into a ranking, a line into a slope: the reveal of the whole. *Fits content like:* a budget as units of people; countries as a ranking; daily steps as a year strip. - **Scale switch.** One value → the series → a longer real record, never extrapolated. *Fits content like:* one day's energy use → a year; one species count → a region. - **The empty next cell.** A dashed slot for the value nobody knows yet. *Fits content like:* next year's election; the next launch; tomorrow's reading. ## 9. Pitfalls of the medium - Select data columns by header name, never by index; print every fact the narration claims. - Notes collide with later data → data-space pins, a memory zone. - A frame break rescaled too fast is invisible → hold the pierced state ≥ half a beat. - Right-aligned notes are still written left to right → the pencil hops to the first letter. - Helpers that set `globalAlpha` must multiply the incoming alpha, or fades skip them. - Tails leak across a hard silence → render before/after in separate buffers; verify on decoded samples. - In dense passages the pencil body lies across fresh marks → steepen its angle. - Synthesized human sounds (a laugh) are uncanny → use a soft non-human sound. ## 10. Engine `demo/engine.js` (Canvas 2D, world units = chart pixels at zoom 1) is the style: paper, camera, value ramps, `pencilStroke` (any polyline in pencil), `inkShape` (any closed shape: bars, areas, map shapes), `plotShape`, `handText`, `dataDot`, `morphMark`, annotation geometry, `drawPencil`, `caption`. `demo/music/score.py` holds the sonification. The function table and a minimal example are in [DEMO.md](DEMO.md#engine-reference). ## 11. Variation space You decide the dataset, the chart, the human scale, the notes, the opening, the ending, the camera path, the pacing and the silences. All far from our demo: - Structures: **a ranked race** (bars climb and overtake; one bar is the character; a newcomer breaks the frame from below); **a map that becomes a count** (dots gather on a map as events happen, then fall into a unit chart of people in one morph); **before → after dialogue** (two years face each other as a slope chart; one line left unfinished). - Openings: **the finished chart** (the whole pattern is already drawn; the film works backwards); **the object before the axis** (a pencil drawing of the thing measured, a ticket, a shoe, becomes the first mark); **the question first** (an empty plot with only the unit and a handwritten question; the pencil hovers). - Endings: **one mark, close** (end on a single value and its note, never the full view); **back to the object** (the chart folds into a drawing of the thing it measured); **the headline revised** (the pencil strikes a word of the title and writes the true one). --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0005 完整原文结束 ----- ================================================================ 【P0006】暗色科技发布 分类:风格模板 / 信息与发布 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/dark-keynote/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:12119 说明:虚构 app Tidy 的发布片:被埋掉的光标一键把几百个窗口归位。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0006 完整原文开始 ----- # Dark Tech Keynote — Style Prompt > A software launch film where the interface itself is the star: near-black gradient, hairline grid, soft light, one brand accent, and UI that moves with snap-grid precision. Light reveals, one giant number, and a sound design that is as ordered as the pixels. > **References (grammar only):** Apple product reveals (black stage, light sweeps, one line per screen, the lone giant number); Linear / Stripe / Vercel launch videos (snap-grid motion, 1 px lines, one accent); Steve Reich's process music (phasing, subtraction); Edgar Wright's insert cuts. Never use their names, interfaces, fonts, system controls, melodies or logos, and never name them in the film. ## 1. Essence, and what it is not A keynote-grade product film for **software**. There is no physical product and no glass render: the protagonist is the interface (a cursor, windows, notifications, tiles, a number). It lives on a dark stage lit by soft, cool light, with **one brand accent** reserved for the single most important element. The style is defined by **precision**: every element snaps to a grid, every motion lands on a beat, every sound belongs to one designed family. Drama comes from contrast: disorder shown as generated UI, one decisive action, then empty space. Not a glass product render (no physical object), not a screencast (no real OS or apps), not a hologram HUD (no scanlines), not a chart film (one number, not a chart). ## 2. Materials & rendering - **Stage**: a near-black base with a radial lift at the upper centre, one large cool glow at single-digit opacity off-centre, a 50–55 % corner vignette. A hairline grid (white at ~3 %, every 4th line ~6 %) on a 48 px module. No grain. - **UI kit, all original and drawn in code**: rounded windows (title bar with only a small glyph and title; never traffic-light buttons, menu bars or docks), notification cards, file icons with mono filenames, procedural thumbnails, list rows, tabs, badges, bars, uniform tiles. - **Surfaces**: three steps of raised dark surface, 1 px border (~8 % white), 1 px inner top highlight, soft shadows. - **Depth**: a 2.5D camera (`s = 1/(1/zoom − z)`); cards near the lens blur with magnification. Rotations use strip-rendered perspective (rotY ≤ ~24°). - **Light** is the reveal tool: only pixels the light has passed turn on; unlit areas sit at a few percent. ## 3. Colour logic - A cool neutral ladder only: near-black stage, three surface steps, text in three greys (primary, secondary, label). Neutrals are slightly blue, never warm brown. - **One accent**, saturated and luminous, with its own glow. It is reserved for what the product *is* or *does*: the protagonist element, the call to action, confirmations, the key number. If two things are accent-coloured, one is wrong. - **A problem colour** (typically a red for badges and warnings) may exist only while the problem exists; after the turn it never returns. Problem colour = noise, accent = the product. - Secondary hues only as **category codes** in motion (a trail per data type), desaturated, and never on static UI. - Example accents, pick one per film: lime `#B7F34A`, electric violet `#8B7CFF`, signal orange `#FF7A1A`. ## 4. Type & subtitles - **OFL faces**: Inter (UI, captions, headlines; variable weight), Inter Tight 600 for giant numbers (tracking around −4.5 %), JetBrains Mono for labels, filenames and status text (wide tracking in small-caps labels). - One line per screen for headlines. The big number gets its own screen and **no caption over it**: the number is the message. - **Captions are a UI component**: a bottom-centre toast (dark translucent pill, 1 px light border, soft shadow, Inter 500 around 40 px, a small accent "speaking" dot). It enters with a small rise + fade in ~0.16 s and can turn more opaque over busy frames. Hold ≥ max(1.8 s, speech + 0.6 s). - **Typed text is its own subtitle**: text the cursor types in frame is not burned twice (it goes only into the .srt). - Lift product content while captions are up so toasts never clip it. ## 5. Motion quality - 24 fps on ones, no stepping, no boil: this is precision, not craft. - **Everything lands on the grid and on the beat.** Moves start a beat early and land on it. Easing is fast-out with one small overshoot (`back`, s ≈ 1.3) and an immediate settle. No floaty sine drift. - **Spawns are short and typed** (drop + bounce, fling, slide-in, pop; 0.2–0.3 s), one motion per element type. Tension can be a tremble of a few px. - **Flights** follow curved paths with overshoot along the final tangent; same-type elements bend the same way and never cross. - **A living element can act**: squash, stretch, anticipation (≥ 8 frames of wind-up), a 2-frame contact, spring follow-through. The blink of a cursor makes a natural metronome. - **Disappearing is designed** (retract one part per beat, CRT-off squash into a point); nothing just fades. - The stage and grid never move on their own; only the camera moves them. ## 6. Camera grammar A vocabulary, not a route. Opening and ending come from the topic. | Move | Expresses | Can serve | |---|---|---| | Locked extreme close-up on a tiny UI element | Intimacy, one thing alive on a screen | a single action; a thought forming; a quiet status | | Continuous pull-back, keyed per bar in log space | Accumulation, scale growing out of one point | spreading load; a network growing; a team joining | | Push-in through a frozen frame | Time stopped, focus narrowing | a decision; the instant before a commit; a bug found | | Whip pull-out in one beat | Cause and effect seen at once | a sync completing; a deploy landing everywhere | | Dive into a small UI element (log-zoom) + match cut | Going inside the detail | a counter that matters; a log line; a setting | | Half-second inserts expanding from their source | Overload, too much to read | notification storms; errors; choice overload | | Near-locked frame while an object turns and light sweeps | Presentation, the product as hero | a reveal; a new version; a feature name | | Slow lateral track across a UI plane | Order read by the eye | a timeline; a pipeline | | Top-down plan over the grid | System view, structure | architecture; permissions; a workflow map | | Return to an earlier framing | Rhyme: what changed | before/after; a loop closed; an echo | Framing: generous negative space, one focal element, the accent at the focal point. Dutch angle and wobble only for disorder. **Transitions = UI expand / collapse**: every shot change is an interface element expanding into the frame or the frame collapsing into an element. No fades, no blank frames. An expansion on a beat starts one frame early so the beat frame is already ~80 % open. ## 7. Sound palette - **Tuned percussion and pads**: marimba, vibraphone (mallet or bowed), glockenspiel, celesta, a synth pad or drone, a low sine pulse, a shaker, plucked synth, felt piano. Clean, dry, minimal; samples e.g. VCSL (CC0). - **Music as a visible process**: options include phasing (two voices on one pattern, one drifting), additive build (one note per bar), subtractive process (notes removed until one is left), dividing the beat to accelerate instead of changing tempo, or one chord that everything lands on. Picture events can spawn on score notes from a shared note table. - **Two sound families = story**: disorder sounds *scattered* (detuned by tens of cents, random pans, a different timbre per source); the product's sounds are *one family* (felt ticks, glass taps, all in one mode, centred), so many landings form one in-key shimmer. - **Foley materials**: cursor tick, low-profile keys, notification glass, file plop, window whoosh, glitch accents, stacking thumps, felt mallet + sine drop for a press, light-sweep shimmer, digit grains, CRT-off. - **Ambience**: a quiet room, a computer fan, a high coil whine that can grow with pressure. Fan and whine live in the voice band: keep them down until a line ends. - **Silence is a tool**: digital zero on every track when the screen pauses; near-silence (a −60 dB room) for a breath. The first sound after a silence is the most important one. - **J / L cuts** carry sound across UI transitions (a chord ringing on, a shimmer arriving before the light). - **Mix**: music ducks ~8 dB and foley ~4 dB under voice; −14 LUFS; no grain. **Voice**: confident and restrained, short declaratives. ## 8. Native moves A menu: use the ones your story needs. - **Generated accumulation.** UI spawned by rule, faster and faster, hundreds of items; you don't draw the mess, you generate it. *Fits content like:* unread tickets piling up; cloud costs creeping; a dependency tree exploding. - **The snap grid.** A whole promise in one motion: everything flies into a grid in one beat; the grid stays invisible until then. *Fits content like:* a CMS publishing to every channel; a scheduler filling a week; an audit turning green. - **The living element.** The cursor (or the product's smallest live element) is the protagonist and the brand mark. *Fits content like:* a search box that grows ambitious; a progress ring that refuses to finish; a status dot. - **Freeze.** Everything stops mid-air and the sound drops to digital zero; only a screen can stop time like this. *Fits content like:* a security breach caught; a failed deploy; the second before "send". - **Light reveal.** A soft band sweeps across and only lit pixels turn on (soft front, glint ≤ 20 %, ≤ ~1.3 s so nothing stays dark). *Fits content like:* a redesign; a new pricing page; an API console. - **Number from glyph noise.** Digits scramble and lock one per sixteenth note with a small bounce. *Fits content like:* latency cut; a count of users; a price. - **Type streams.** Elements fly to their own rows along coloured curved trails, so categories read as streams. *Fits content like:* an inbox triaged; logs routed by severity; files synced by device. - **Put-away.** The UI dismantles itself one part per beat until one element is left. *Fits content like:* "less is more" features; offboarding; focus mode. ## 9. Pitfalls of the medium - Strip perspective of a semi-transparent canvas shows vertical seams (overlapping slices double alpha) → project the *opaque* surface, then light it in screen space. - A hard white glint reads as a sticker reflection → soft front, glint ≤ 20 %. - Nearest-slot snapping looks like a flicker, not a collapse → typed destinations, curved paths, trails. - Too few elements leave holes in a grid that read as a mistake → generate by rule, then trim or pad to exactly the slot count per group. - A flat tinted rectangle for "closing" looks like a placeholder → squash the real surface. ## 10. Engine `demo/engine.js` (Canvas 2D ES module): `setAccent`, `bg`, `grid`, `panel`, `litShape` (any shape in this style), `trail`, `caret`, the UI kit, `flyPose`, `lightReveal`, `perspective`, `scramble`, `toast`, `camera` (2.5D). Function table and a minimal example: [DEMO.md](DEMO.md#engine-reference); `?scene=engineDemo` renders it. ## 11. Variation space You decide the product's verb, the protagonist element (or none), the problem image, the accent, the structure, the opening, the ending, the camera path and the score process. All far from our demo: - Structures: **a countdown** (a release checklist ticking through its items, each a UI moment, ending on "shipped"); **side by side** (two versions of a workflow run in split screen, the old one drowning, the new one finishing early); **a zoom ladder** (one pixel → a component → a screen → a fleet of devices, each level a new fact). - Openings: **the number first** (a huge stat on black, its meaning revealed backwards); **a plan view of an empty grid** that fills slot by slot; **a hard insert storm** from frame one, calm arriving only later. - Endings: **one tile left** lit in the accent on an empty grid; **the product running quietly** in a wide shot, no text; **a shipped state** (a single confirmation toast, then darkness). --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0006 完整原文结束 ----- ================================================================ 【P0007】活体实机录屏 分类:风格模板 / 信息与发布 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/living-screencast/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:11454 说明:像素小人 Clawd 跳出终端、搬进 Claude 应用,在一镜到底的录屏里演示 Plan 模式、diff 评论和自检。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0007 完整原文开始 ----- # Living Screencast — Style Prompt > A product walkthrough that looks like a real screen recording, where a low-resolution mascot lives inside a high-resolution interface and acts out what the software is doing. > References (grammar only): > - **Screen Studio-style product recordings:** auto-zoom to the cursor, cursor smoothing, click push-ins, and a window floating on wallpaper. > - **Apple "Guided Tour" videos:** real interface, calm narration, one feature per sentence. > - **Duolingo and Headspace mascot motion:** squash and stretch, anticipation, a character that performs inside the UI. > - **The Browser Company (Arc) launch films:** playful tone and fast cutting. > > Never copy their characters, UI, music or footage. A walkthrough of a piece of software, typically 45–75 s. The user gives the product and the features; you decide the story, shots, choreography, sound and music. ## 1. Essence, and what it is not The film looks like a **screen recording of the real product**, but it is not a recording. Every window, menu, diff line and button is **redrawn in 2D (HTML/CSS/SVG)**, so the camera can go anywhere, every pixel is controllable and text stays sharp at any zoom. A **mascot made of big square pixels** lives in that high-resolution world. The clash of two resolutions, a hard-edged low-res sprite against anti-aliased UI, is the look. The mascot is the software's agency made visible: when the software reads, it runs along the rows it reads; when it plans, it holds a pixel pencil; when it tests, it stomps the button. **Two actors, never a hand:** the **cursor** is the user; the **mascot** is the software. Not a dark tech keynote (no black stage, no invented abstract UI: this is the real product), not a pixel-art game (the world is hi-res vector UI; only the mascot and its props are pixels), not a real capture (nothing is a screenshot). ## 2. Materials & rendering - **Real UI, redrawn**: every label, mode name and shortcut matches the real product; no screenshots, no lorem ipsum. Demo content (code, data, test output) is coherent, and the app under test really changes. - **Pixel grid is sacred**: the mascot, its props (pencil, "!", sparkles, heart, dust) and trails share one square-pixel grid with crisp edges. It scales with the camera; its position snaps to half-pixels, so its motion feels stepped. - **Gravity = top edges of UI**: the mascot only stands on the top edge of a real element (input box, menu, list row, code line, button, status bar, the letters of a heading). Its position comes from **measuring the live DOM** every frame, never hand-placed coordinates. - **Window on wallpaper**: the app floats on a desktop with a soft shadow; zoom never shows beyond the monitor. - **Depth** only where it serves attention: rack focus (blur the pane that doesn't matter), a vignette spotlight. Never blur text the viewer must read. - **Motion blur** is derived from camera speed and applied as an anisotropic blur on an **untransformed wrapper**, only on whips. Slow moves stay sharp. ## 3. Colour logic - The product's own interface colours rule: follow its real light and dark themes exactly. - The mascot keeps the product's or brand's mascot colour, or one saturated hue that no UI element uses, so it finds the eye in any frame. - Overlays (chapter pill, key HUD, captions) are neutral frosted glass; one accent at most, taken from the product. - A theme switch can be a story event: the whole film may change state with it. ## 4. Type & subtitles - UI type follows the product (or licence-free look-alikes such as Inter, JetBrains Mono, a serif for editorial UIs). - **Information layers only**: a chapter pill (01–04), a KeyCastr-style keystroke HUD, frosted-glass caption pills, an optional "▶▶ 4×" time-lapse tag. Nothing else overlays the screen. - Captions sit in a pill at the bottom, never over the element being discussed and never under the mascot; hold ≥ max(1.8 s, speech + 0.6 s). - A title, if any, is diegetic: it appears as part of the UI (an empty-state heading, a window title, a notification). ## 5. Motion quality - 30 fps; UI on ones; mascot position stepped to its pixel grid. - **Mascot acting**: jumps with anticipation crouch, stretch on take-off, tucked legs, landing squash with a damped bounce and dust. Idle breathes (a tiny squash) on the score's beat and blinks irregularly. Walks by leg alternation, flipping the sprite for direction. - **Eyes carry the acting** (neutral / left / right / up / down / wide / happy / shut / blink): they look at what matters. Arms: down / up (cheer) / wave. - **Cursor**: smoothed, spring-eased paths, small push on click, never teleports. - **Cause and effect**: every mascot action triggers a real UI state change; every user action is a cursor move, click or keystroke shown on the HUD. - UI animates like the real product (its own menus, popovers, diff reveals); don't invent flourishes the product doesn't have. ## 6. Camera grammar A recording-software camera: one continuous take inside the screen, zoom ≥ 1, cuts only under chapter transitions. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Push-in to the cursor or caret | "this is where it happens" | typing a prompt; choosing a menu item; a setting | | Slow drift at rest | the app is alive while we listen | a line of narration; waiting for a result | | Whip-pan between panes (with blur) | cause here, effect there | sending a message → a result appearing; code → preview | | Push-in + vignette freeze | the one promise to remember | a safety guarantee; a price; an undo | | Rack focus between panes | attention moves, nothing else does | reading files; logs scrolling while chat waits | | Pull back to the full window | the whole workflow in view | a summary; parallel tasks; before/after | | Follow the mascot along a list | the software working through items | scanning results; a checklist; a migration | | Split-window reframe | two things at once | parallel sessions; compare two versions | Framing: the thing being discussed and its caption never overlap; the mascot never covers text to be read. Transitions: chapter pill wipes, pixel wipes, a theme reveal circle; never dissolves or screenshots. ## 7. Sound palette - **Two resolutions in the music**: a hi-fi layer (piano, upright or electric bass, brushed or tight kit, glockenspiel, real samples) is the world; a chiptune square or pulse voice is the mascot. They can trade, duet or merge. - Options: a low-passed "night" version of the band for a dark theme; a tom fill and crash at chapter seams; dropping the drums to build tension; the mascot's notes on words it lands on; a stereo split for split screens; a single held pad under a freeze. - **Foley**: keyboard (a thock plus a click, human timing jitter), trackpad clicks, pane swishes, popup pops, notification chimes, CI ticks, a shutter for screenshots. Mascot steps, jumps and landings are 8-bit. - **Silence**: a short drop to room tone before the key promise makes it land. - **Voice**: calm, one feature per line; product names verified with whisper. Keep effects off word onsets. Duck music under voice; −14 LUFS. ## 8. Native moves A menu: use the ones your walkthrough needs. - **Match-cut origin.** The mascot is born from something already in the UI (a logo's block characters, an icon, a loading spinner) and climbs out, leaving an outline. *Fits content like:* a CLI tool moving into an app; an icon becoming an assistant; a spinner becoming a helper. - **Diegetic title.** The name appears as a real UI element; the mascot lands on it on a downbeat. *Fits content like:* an empty state; a new-project dialog; a welcome email. - **Moving floor.** The mascot rides a caret, a popup, a sent message, a progress bar. *Fits content like:* a message flying into a thread; an upload bar; a drag-and-drop. - **Time-lapse with a tag.** Long work runs at N× with a flashing tag and rack focus. *Fits content like:* indexing a library; a data import; a build. - **Spotlight freeze.** Push in and vignette the one badge that holds the promise. *Fits content like:* "Saved"; "Encrypted"; "No charges until…". - **The film changes state.** A toggle's effect escapes the preview and takes over the whole film, and returns later. *Fits content like:* dark mode; a language switch; offline mode. - **Cell division.** A new session or window splits the screen and the mascot splits with a pixel burst. *Fits content like:* parallel tasks; multiple accounts; team members. - **Cursor and mascot as characters.** The cursor pets, pokes or drags the mascot, and it reacts. *Fits content like:* approving a suggestion; undoing; onboarding delight. - **Karaoke-ball words.** The mascot hops from word to word as they are spoken. *Fits content like:* a slogan; a shortcut list; step names. ## 9. Pitfalls of the medium - Invented features or renamed modes → check every button, mode and shortcut against the product's documentation; if it isn't in the docs, it isn't in the film. - The mascot floats or drifts off its element → measure the DOM every frame, stand only on top edges. - The mascot covers text or sits under a caption → reserve a text-free lane for it. - Blur-filter "fake depth" on text you want read, or zooming out past the screen → rack focus only on panes not being read; zoom ≥ 1. - A hand, arm or finger on screen → the cursor is the user. - Motion blur applied to a transformed layer smears the pixel sprite wrong → blur an untransformed wrapper, and only on whips. - A keypress or pop landing on a product name masks it → shift foley off word onsets; re-check with whisper on the final mix. - TTS mispronounces the product name → try voices and spellings, verify with whisper. ## 10. Engine In `demo/`: `film.js` (timeline: VO at fixed times, every visual beat hung on a spoken word with `W(id, word)`, camera moves, `Actor` mascot segments, `Cursor`, sound events), `ui.js` (state → HTML for each interface), `clawd.js` (sprite grid, poses, pixel props: replace the sprite with your own mascot), `main.js` (light/dark layers, DOM anchor measurement, motion blur, HUD: captions, keys, pixel wipes, spotlight), `sound.py` (score, foley and VO from `events.json`, with ducking). Build notes: [DEMO.md](DEMO.md#build-notes). ## 11. Variation space You decide the features and their order, the mascot (the product's own, or an original pixel character), the story, the opening, the ending, the camera path, the chapters and the music. All far from our demo: - Structures: **a bug hunt** (the mascot chases one error through logs, code and a fix, a single chapter); **a day of one user** (morning to evening in one app, the theme and music shifting with the hour); **a race** (two windows side by side, old way vs. new way, the mascot winning on the right). - Openings: **mid-task** (a half-written document; the mascot is already pushing the cursor's selection); **the notification** (a system toast lands; the mascot is inside it); **empty state** (a blank app, a caret blinking; the mascot drops from the menu bar). - Endings: **the mascot goes to sleep** on the finished item as the window dims; **the app closes** and the mascot is left standing on the dock; **a real share** (the result is sent and the mascot rides it out of frame). --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0007 完整原文结束 ----- ================================================================ 【P0008】科幻全息界面 分类:风格模板 / 信息与发布 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/hologram-hud/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:11752 说明:一辆电助力车被扫描成全息线框,目标框依次锁定电池、电机、刹车,参数逐个滚到真值。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0008 完整原文开始 ----- # Sci-fi Hologram HUD — Style Prompt > An object is scanned into a glowing wireframe. Target boxes lock onto its parts; each opens in a local exploded view, a leader pulls out, and its number rolls from garbage glyphs into the real value. It may light up, once, into a solid hologram. > References (grammar only): the *Iron Man* / *Avengers* HUDs (target boxes, callouts, rolling numbers, layered depth); the *Oblivion* interfaces (one colour, hairlines, space); CAD exploded views. Copy none of their layouts, icons, fonts or colours. A **scene style**: it does a practical job (a spec walkthrough, a teardown, a loop screen) for any object with parts. See §11 for the jobs. ## 1. Essence, and what it is not The subject is always a **line wireframe made of light** above a round projector pad on a near-black stage, never a rendered object. Everything reads as *scanned data*: a scan plane grows the model, parts pull apart along their assembly axes, numbers are *computed* on screen. Three depth layers are always present: a **background dot grid** (slow parallax), the **subject** with its pad and floor, and the **foreground HUD** (corner brackets, rulers that parallax faster, status text). Not a type-driven keynote (dark-keynote), not a drafting sheet (blueprint), not a product render (glass-product). The subject stays a wireframe; it may gain translucent faces once, and even then the lines stay on top. ## 2. Materials & rendering - **Stage**: near-black tinted by the hue, a radial lift behind the subject, a fading dot grid, a strong vignette. - **Projector pad** in true perspective: concentric rings (one bright, one dashed), ticks, faint rays; it rotates slowly and spins with any turntable move. - **Wireframe**: additive ~1.3 px strokes in a few alpha levels set by **depth fog** (near bright, far ~25 %), plus two low-res glow passes. - **Hot edges** (near-white of the hue) only for what matters now: the scan front, inner pieces flagged `hot` when opened, a light wave, a part being pinged. - **Real CAD topology**: tubes are rings plus longitudinal lines. **Every part is physically connected**: a floating piece is noticed first. - **Solid hologram**: faces filled with a screen-space **Fresnel** × a scrolling **interlace**; lines thicken as it ignites; a light wave climbs the model. A **beam** (one path, nonzero winding) with faint rays and dust. - **HUD furniture**: corner brackets, parallaxing rulers, subject // mode top left, a live status line top right, telemetry at the bottom. - **Text never sits on the wireframe**: every text block has its own **dark plate** (translucent near-black, 1 px border, corner ticks); the camera still keeps the subject clear of text. ## 3. Colour logic - **One cold hue plus one warm accent**, both parameters (e.g. mint/orange, violet/lime, ice-blue/red; choose from the subject). - The hue carries lines, HUD and fills. The **accent is spent on locked values only**: a number turns accent-coloured at the frame it becomes true. Nothing else ever uses it. - White is heat: near-white edges and one-frame flashes mark what is active. Everything at rest sits in the hue's alpha levels. - One object may keep its own colour (the single-colour exception, `keep`), for a brand mark, never for decoration. ## 4. Type & subtitles - Rajdhani, all caps: Light for big numbers and the product name (wide tracking), Medium/SemiBold for labels. Share Tech Mono for micro data (coordinates, counters, zoom). - Numbers are **monospaced** so rolls never jitter; the decimal point is a small square (a glowing "." reads as a comma). - Subtitles are HUD: a dark plate with corner brackets and "voiceprint" bars moving with the speech, near-white Rajdhani Medium, bottom centre; in just before the voice, hold ≥ max(1.8 s, speech + 0.6 s). - The title is part of the scene (no title card): the name rolls in like a value, then code, category and tagline. ## 5. Motion quality - **Everything on ones at 24 fps.** Only glyph scrambling steps, every frame. - **Target lock**: oversized, rotated 45°, faint; snaps to fit in ~0.2 s (cubic ease-out), flashes white 3 frames on the downbeat. - **Explode** along each piece's assembly axis: the shell slides *along its own axis*, the contents stay in place and glow. Open over a beat or two, close fast. - **Leader**: anchor ring → diagonal → horizontal to the card in ~0.5 s. **Rolling value**: characters lock right-to-left and turn accent on the downbeat with a one-frame flash. - **Chip dock**: a finished value slides into a side rail and stays until the end. - **The camera follows the box**: cubic ease, starting *before* the next lock, **real motion blur** only inside the whip (sub-frames, 180° shutter); HUD stays sharp. - **No cuts or fades inside the scene**: only the scan plane (scanning in or erasing) and a loupe iris. A **glitch** of three frames at most once, on the biggest change. ## 6. Camera grammar An orbit camera (yaw, pitch, distance, narrow fov) with a screen position for the target, so the subject can sit beside text. A vocabulary, not a route. Opening and ending come from the topic. | Move | Expresses | Can serve | |---|---|---| | High 3/4, slow orbit craning down | Examination; a scan plane reads as an ellipse | a scan-in; a survey | | Top-down plan view | Layout, order | a parts inventory; an assembly sequence | | Eye-level profile, locked | The object as it stands in use | a height; a before/after | | Push-in, then drift, 3/4 | This part matters; internals come towards the lens | the key spec; a flaw | | Whip following the target box | Attention jumps to the next part | a list of parts | | Orbit around a part's own axis | Axial structure only reads in rotation | rotors, stacks, hinges, lenses | | Lateral dolly along a long part | Length, a path | a beam; a cable run | | Pull back + loupe (frame in frame) | Where (wide) and what (loupe) | small parts; a sensor | | Crane to eye level or back up | Status change: the object stands up or settles | a transformation; scale | | Turntable 360° | Every side | a whole object; a symmetry | | Nearly static, slow dolly | Reading time without a dead frame | a spec sheet; a checklist | Framing: the subject is ≥ ⅓ of frame height at every key moment. Cards on one side, the chip rail on the other, subtitles bottom centre, a loupe above them: never colliding. Shorten explode vectors rather than fly a piece into text. ## 7. Sound palette - **Music first**, on a grid (a bar = one information beat); locks land on downbeats, checked against the score. - **Synth palette**: saw/square arpeggio with ping-pong delay (scooped 1–4 kHz for the voice), square pulse, 8th bass, synth hats and claps, detuned saw pads. - **Density follows information.** Tools to pick from, in any order (most films need two or three): half-time for reading time; one beat of **true digital silence** (nothing, not even UI blips); a drop (808-style glide + wide saw chord) for the biggest change; a layer added or removed per part; deceleration by longer note values; a key change; a single sustained tone under a long hold. - **Foley follows the material**: light = sines and FM blips **in the key**; machines = servo slides, pneumatic puffs, hydraulic hiss, metal tinks (J-cuts); a lock = thump + clack + two-tone beep; rolls tick at frame rate. Ambience: projector hum (40/80/120 Hz) and room tone. - **Voice**: calm, confident. Duck music *and* foley with a **held** envelope (no pumping between words); lock transients escape. −14 LUFS. ## 8. Native moves Each move serves information, not story. A menu: use the ones your film needs. - **Scan growth = "this is real data."** *Fits content like:* a coffee machine; a satellite; an architectural model. - **Target lock = "look here now."** The box is the camera. *Fits content like:* a car's sensors; a laptop's ports; a robot arm's joints. - **Local explode = "why the number is true."** *Fits content like:* the burr set of a grinder; the layers of a running shoe sole; the elements of a camera lens. - **Rolling digits = the payoff beat.** *Fits content like:* a brew temperature; a tolerance in microns; a price. - **Chip accumulation = reading time.** *Fits content like:* 3–5 facts that must all be read. - **Loupe = two scales at once.** *Fits content like:* a screw inside a watch; a chip on a board; a valve in an engine. - **Solid hologram + beam = "the whole is ready."** Once, if at all. *Fits content like:* a launch reveal; a finished assembly; a v2 replacing v1. ## 9. Pitfalls of the medium - Target boxes balloon → rest pose, skip `internal` pieces, long attachments `box:false`. - Long diagonal leaders point at the wrong part → ring on the part body, flash the part. - Two parallel boxes moving don't read as an explode → shell slides on its axis, contents stay and glow. - A part built from generic boxes doesn't read as that part → give it its characteristic silhouette. - Voice masked by foley, not music → duck foley too, hold the duck through word gaps. - UI blips inside a silence break it → check cues against silence windows. - A whip written inside the next segment plays as a hard cut → start it in the previous one. ## 10. Engine `demo/engine/holo.js` (wireframe engine: projection, scan, explode, Fresnel faces, glow, pad, scan plane, `normalizeModel`, `modelFromPath` to extrude any 2D path), `demo/engine/hud.js` (theme, plate, target box, leader, rolling text, spec card, chip, marker, beam, subtitle, chrome, glitch), `demo/models/mkmodel.mjs` (primitives: tube, ring, disc, box, wheel, cells…). Models are normalised on load, so cameras work for any object. API, model format and an example: [DEMO.md](DEMO.md#engine-reference). ## 11. Variation space You decide the object, its model, which parts and in what order, the opening, the ending, the camera path, the colours, the pacing and the music. Use cases are **grammar for the order and duration of information**; build your own timeline from the user's facts. | Use case | Information order | Hold per layer | Length | |---|---|---|---| | **Spec walkthrough** | Name + tagline → one spec per part (label, value, unit, detail) → weight / price → CTA | Title ≥ 5 s; value ≥ 2.5 s, then docked; final sheet ≥ 3 s | 30–40 s, 2–5 parts | | **Loop screen** | Name → 3–5 specs → CTA, no voice; last frame = first | 3 s per spec, 5 s final | 20–30 s loop | | **Teardown** | Part → what it does → one number; internals only when opened | 4–6 s per part | 40–60 s | | **Upgrade** | Part → old value (dim) → new value (accent); old part scan-erased, new one scanned in | 3 s per upgrade | 20–30 s | | **Assembly order** | Step number → part name; parts snap home one by one | one bar per part | 20–40 s | All far from our demo: - Structures: **a loop screen** that never names a product and cycles five sensors; **a teardown** one layer deeper per shot until the core is a single hot piece; **an upgrade** where two versions share the pad and every number rolls from old to new. - Openings: **a part first** (one component locked in close-up; the rest scans out from it); **a flat outline** (a 2D silhouette extrudes into the wireframe, `modelFromPath`); **plan view** (top-down, the pad as a dial, the object arriving as its footprint). - Endings: **one value at eye level** (the wireframe dims around the single number that matters); **knolling** (parts fly into a labelled top-down layout); **power-down** (edges cool, HUD panels switch off until only the pad glows). Swapping `demo/content.json` and rebuilding is a technical check that the engine re-flows, not a way to make a film. --- How our demo was made (story, shots, score, end card, build, content fields): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0008 完整原文结束 ----- ================================================================ 【P0009】等距信息图 分类:风格模板 / 信息与发布 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/iso-infographic/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:11915 说明:一杯咖啡从种植园到你手里的旅程。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0009 完整原文开始 ----- # Isometric Infographic — Style Prompt > A system diagram comes alive: an isometric diorama of flat three-tone blocks, thin ink labels and Isotype numbers, where things open up to show their insides and the numbers are drawn, not stated. > References (grammar only): *Monument Valley* (true-isometric architecture, flat colour blocks, three fixed tones per face, a camera that pans and zooms but never breaks the projection); *SimCity 2000*-style cutaway dioramas (a floating board with soil strata, the whole system visible at once); Kurzgesagt (a question, a steady push forward, one clear visual metaphor per step, a change of scale when a number is too big to feel); Isotype, Otto Neurath / Gerd Arntz (repeated identical icons stand for quantity); *Powers of Ten* (a continuous dive through nested scales). Use none of their characters, buildings, icons, palettes or music. ## 1. Essence, and what it is not - **Flat, true isometric.** No perspective, no outlines on solids; shapes are separated only by the three tones of each face. The projection never rotates or tilts. - **Infographic furniture is part of the picture**: leader lines, label pins, dashed cut lines, hatched section faces, tracking rings, a legend, a route line all live in the world. - **Numbers are built from icons** (Isotype), and they add up. - **A diorama**: the system sits on a floating board or plinth with a visible cross-section at its edges, on a pale ground. Not low-poly 3D (no perspective, no lighting beyond three face tones), not a flat 2D explainer (everything has isometric depth), not a blueprint (colour blocks, not line drawings on blue). ## 2. Materials & rendering - **Projection**: axes at 30°. `sx = (x − y)·cos30°·k`, `sy = ((x + y)·½ − z)·k`; x runs down-right, y down-left, z up; painter depth = x + y + z. Everything is queued and depth-sorted, then flushed. - **Three tones per face** chosen from its normal: top light, left (+y) mid, right (+x) dark. Derive tones from one base colour: mix toward warm white ~20 % for the top and toward a cool dark (e.g. `#231A2C`) ~22 % for the dark side, so shadows are slightly cool. - **Ink lines** (2 px) only for infographic elements: leaders, pins, cut lines, rings, routes, labels. - **The board**: floats on a pale background with a faint isometric dot lattice and a soft blurred shadow; its front faces show strata (soil, water column, floors, pipes) where the section meets the edge. - **Composites** (a terraced hill with shrubs, a crane over a ship) are drawn as one ordered item or given a depth bias; generic painter sorting fails on them. - **People**: minimal billboards (round head, tapered two-tone body, a thick arm stroke, a hat or hair shape for identity, no faces), stepping at 12 fps. - **Close-ups** of hands or objects: flat faceted shapes in three tones, same logic as the blocks. - **Level of detail by zoom**: skip small world detail at high zoom, fade tall objects in by zoom so a pull-out never sweeps a giant shape through the frame. ## 3. Colour logic - **A pale neutral ground** (cream, paper grey or pale blue) and **5–7 flat hues**, each with its three tones; one ink colour. - **Colour codes meaning**, the way a legend does: one hue per material or role (water is always the same blue, the subject always its hue). Never reuse a hue for two meanings. - **The subject's hue is reserved**: when the story needs "this one", everything else desaturates toward warm grey and only the subject keeps its colour (focus + context). - Stations that must be found in a wide shot get a pale plate with a dashed ink outline plus one accent hue. - Examples: a coffee supply chain — coffee red, leaf green, sea blue, soil, mustard on cream; a hospital — teal, coral, lavender, steel grey on pale grey; a data centre — electric blue, amber, graphite, mint on off-white. ## 4. Type & subtitles - One geometric sans (e.g. Jost): titles 600 all caps with ~0.12 em tracking, numbers 400 large (~44 px), units at half size. All text has a ~7 px halo in the ground colour so it reads over any block. - **Label pins**: dot (ink ring, pale fill) → vertical leader → horizontal rule → text. Pins point up or down, left or right, chosen per station so labels never cover the subject. - **Titles** can be isometric type on a world plane, extruded as blocks. - **The subtitle is a map label**: a pale card with a small radius and an ink border, a tiny iso cube as legend chip, sans ~42 px, bottom-centre; border draws first, text wipes in. Keep the bottom ~170 px clear for it. Hold ≥ max(1.8 s, speech + 0.6 s); lines never overlap titles or other lines. - **An end frame can be the legend**: title, totals, the Isotype key, credits, "NOT TO SCALE". ## 5. Motion quality - **Nothing moves without a line leading it**: a route line is drawn slightly ahead, a leader grows before an inset opens, a cut line draws before a skin slides away. - **Cutaway**: cut line (~0.3 s) → the near skin slides out along its normal and fades (~0.35 s, ease-out) → hatched section rims fade in over the last part. - **Isotype fill**: icons pop with a back-ease (overshoot), one per subdivision of the beat; count-up numbers run over the same span. - **Accumulation = acceleration**: arrivals on quarter notes, then eighths, then waves; the eye feels the system taking over. Solids arrive by motion, never by alpha (semi-transparent blocks look like ghosts). - **Objects perform**: squash on landing (~18 %) and small bounces; colour changes that show a process (raw → cooked, empty → full). - **Vehicles** follow polylines with ease-in-out and face their tangent. ## 6. Camera grammar A vocabulary, not a route. The camera is a world centre plus a **log-interpolated zoom** k (px per unit); the projection never changes. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Follow along a route | process; cause → effect | a supply chain; a journey; a signal | | Hold wide + circular inset | the system and the individual together | one worker in a factory; one cell in an organ | | Push through nested cutaways | a fall into scale; finding one thing among millions | a needle in a haystack; inside a machine | | Fast log pull-out | release; the big picture after a detail | scale reveal; a statistic made physical | | Locked frame while things accumulate | a system filling up; overload | a queue; traffic; data growing | | Lateral follow over emptiness | a breath; distance | an ocean; a wait; a quiet phase | | Top-to-bottom tilt through strata | layers; depth; history | geology; a city's underground; a software stack | | Switch boards (a second diorama) | before/after; here vs there | two cities; two eras; two designs | Framing: the subject ≥ 1/3 of frame height at key moments; labels never cover it; the subtitle zone stays clear. One continuous take is one option; a cut to a new board or an inset is another. ## 7. Sound palette - **Music**: acoustic and light: kalimba, marimba, nylon guitar, pizzicato, woodblock and hand percussion (shaker, bongo, cajon), upright or synth bass, glockenspiel, toy piano, or a clean electronic pulse for technical systems. A short motif can mark the subject each time it appears. - **Techniques (options)**: one sound per icon as numbers fill; instruments dropping out and a low-pass closing as the camera dives; J-cuts (the next station's sound 0.5 s before it appears); one note per station during a final pull-back. - **Ambience beds per station**, crossfaded (wind and birds, harbour, sea, city hum, machine room, crowd murmur). - **Foley by material**: fibre snap, fleshy thud, grains pouring, granular rattles, inharmonic steel partials for containers, paper tear, ceramic plink, liquid pour with rising pitch, servo whine, keyboard clicks. - **Silence**: digital zero or one faint sound; the first sound after it should be one of the most important in the film. - **Mix**: music ducked ~8 dB under voice, ambience ~7 dB; keep high-band beds (2.5–7 kHz) very low under speech or whisper mishears words. Final −14 LUFS. - **Voice**: clear, friendly explainer; short lines. ## 8. Native moves A menu: use the ones your story needs. - **Cutaway.** Cut line, skin slides away, hatched rims remain. *Fits content like:* a heart's chambers; a server rack; a beehive. - **Isotype number.** Identical icons in a new arrangement each time (a calendar, a bar, a silhouette formed by the icons themselves). *Fits content like:* votes in an election; litres of water per product; users of an app. - **Focus + context.** Everything greys except the subject. *Fits content like:* one patient in a hospital; one packet in a network; one tree in a forest. - **Frame within the frame.** A leader grows into a circular inset with a close-up. *Fits content like:* a chip on a circuit board; a worker's hands; a crack in a bridge. - **Scale reveal.** Pull back until every label is on screen and the last frame is a finished infographic. *Fits content like:* how a city is powered; a school's day; a festival site. - **Tracked subject.** One object followed with a "you are here" ring. *Fits content like:* a letter through the post; a drop through a water plant; a vaccine dose. - **Strata cross-section.** The board's edge becomes the story (layers added or removed). *Fits content like:* a mine; an archaeological dig; a building's floors. ## 9. Pitfalls of the medium - Newell normals depend on vertex order: faces get culled as back faces → give every face an outward hint and flip the normal to match before culling. - Painter sorting breaks on composites → draw them as one ordered item; add depth bias for overhangs. - Semi-transparent moving solids look like ghosts → motion only, no alpha. - A hull or wheel touching the wrong surface reads as an accident → leave visible clearance. - World geometry behind a close-up becomes giant discs → skip detail above a zoom threshold, paint a flat backdrop behind hero layers. - A pull-out through a tall object gives one ugly frame → fade tall objects in by zoom. - Hidden jumps (a time or place change during a dive) must be drawn in screen space anchored on the tracked subject, so the frame doesn't reveal the jump. - An object drawn with the wrong silhouette reads as something else (a white box with a red roof is a house) → give machines their tell-tale parts. ## 10. Engine `demo/engine.js` is dependency-free Canvas 2D: `Iso` (projection, camera, depth-sorted queue: `box`, `prism`, `cyl`, `cone`, `roof`, `sphere`, `flat`, `line3`, `bill`, `text3`, `push/pop` local frames, `desat` + `keep` one-colour hook), `tri()` three-tone generator, `pin`, `inset`, `cutLine`, `hatch`, `ring`, `ICON.*` + `iconGrid`, `person`, and `shape()` which turns any 2D outline into a shaded isometric solid. API table and a minimal example (a shape the demo never uses): [DEMO.md](DEMO.md) "Engine reference". ## 11. Variation space You decide the system, the board (or several), whether there is a tracked subject, the numbers, the camera path, the opening and the ending. All far from our demo: - Structures: **one building, floor by floor** (a tilt down through a cutaway tower, each floor a step); **two boards compared** (the same system in two places or eras, alternating, then side by side); **a cycle** (a loop route that returns to its start with one number changed each lap). - Openings: **the finished infographic**, which then comes apart into its moving parts; **one icon** that multiplies until it becomes the landscape; **a question written as an isometric title** on an empty board. - Endings: **an unanswered station** (the route stops at an empty plate with a question mark); **the legend alone**, the board faded out; **a close-up of a single icon**, the whole number behind it out of focus. --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0009 完整原文结束 ----- ================================================================ 【P0010】1930s 橡皮管卡通 分类:风格模板 / 卡通与动画 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/rubber-hose/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:12746 说明:一只咖啡杯满厨房追一块逃跑的方糖。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0010 完整原文开始 ----- # 1930s Rubber Hose Cartoon — Style Prompt > Black-and-white hand-inked cartoons where every object is alive and swings to a hot jazz band. > References (grammar only): early Fleischer Studios shorts (c. 1930–33) for "the whole world dances", surreal transformation, the bouncing-ball singalong and ink-and-pen framing devices; *Cuphead* for how a modern team finishes the look and scores it with a big band. Never use an existing cartoon character, name or silhouette, and never copy designs, melodies or logos. **Avoid the "cup-head on a human body with a straw" design**: if your hero is an object, the *whole object is the body*. ## 1. Essence, and what it is not Hand-inked black-and-white animation from the early sound era: characters with **rubber-hose limbs** (equal-width tubes, no elbows, no knees), **white four-finger gloves**, **pie eyes** (black oval pupils with a wedge cut out), huge round shoes, and bodies that squash and stretch like balloons. The backgrounds are soft grey watercolour paintings; the characters are flat white, grey and ink. Everything (furniture, machines, plants, the walls) **breathes in time with the music**. The film looks like a worn 35 mm print projected in a 4:3 gate: flicker, scratches, dust, gate weave, vignette. Not a 1950s flat cartoon (no limited animation, no colour, no graphic backgrounds), not a silent film (the synchronised music is the engine), not a "retro filter" over modern animation (no joints, no rendered shading). ## 2. Materials & rendering - **Frame**: 1920×1080 output with a **4:3 gate** (1440×1080 centred, black pillarbox), gate corners rounded (r ≈ 28 px), soft inner shadow on the gate edge. - **Characters**: flat fills, one hard-edged form-shadow band (light grey) on the side away from an upper-left light, ink outline **constant in screen space** at any zoom (transform points first, then stroke; ~6 px at 1080p), light **line boil** (±1.2 px, 3 drawings cycling at 12 fps). - **Anatomy kit**: - Limbs: noodle tubes of constant width (about 1/20 of the character's height), one smooth bend, round caps. - Gloves: palm + 3 fat fingers + thumb, flared cuff with a fold line, 3 stitch lines on the back. Outline the union only (stroke all parts thick first, then fill all). - Pie eyes: white oval, big black pupil (≈ 64 % × 74 % of the eye) with a wedge cut toward the upper right; blink with an eyelid in body colour and a lid line. - Mouths: smile with cheek ticks, open grin, "O", wavy (scared), pucker, tongue-out. Shoes: big black ovals with a white toe glint. - **Object characters**: the face sits on the body; a **secondary feature carries the mood** (steam, a flame, a lampshade tilt, a spring). A box-shaped object is a real projected 3D shape seen slightly from above, the face mapped onto its front. - **Backgrounds**: painted once into a cached canvas at 1.25–1.5× (push-ins stay crisp): flat wash + soft blotches (±5 %) + inner edge darkening + a thin dark-grey outline + paper grain. They never boil. Period motifs: patterned wallpaper, panelled furniture, checker floors, brick, clapboard. - **Film damage** (composite pass, not the scene): low-frequency gate weave (±1.2 px) with a rare jump; flicker ±4 %; 0–3 drifting vertical scratches; 3–8 dust specks per frame; an occasional hair; strong vignette; a small jump on every cut; slight blur. Grain in ffmpeg (`mux.sh` grain **3**), not in the page. ## 3. Colour logic - **Strictly greyscale**: about 6 grey steps plus a separate character white. No hue anywhere, not even in the film damage. - **Characters own the extremes**: character whites and ink blacks are brighter and darker than anything in the background. Backgrounds live in the middle greys (walls around mid grey, furniture one or two steps darker). Add a mild contrast boost (≈ 1.1–1.15) in the final composite: 1930s prints are rich black and bright white, never flat grey. - Form shadow is one light-grey band, never a gradient. - Examples of the grey ramp's temperature: warm paper greys (our demo); cool silver-nitrate greys; a faint sepia print. Pick one and keep it for the whole film. ## 4. Type & subtitles - **Subtitles are a period title card**: a small near-black plate with a white double-rule border and dot-and-ring corner ornaments; text in **IM Fell English SC** (~36 px), paper white. Drawn in the scene layer so it weaves and flickers with the film; pops on and off with no fades. Bottom by default, top when the action is low. One card may span two short voice clips; hold ≥ max(1.8 s, speech + 0.6 s). - **Titles**: **Shrikhand** fat retro script, white face, heavy ink outline (~14 % of the cap height), ink drop shadow down-right; letters can hop in a travelling wave on the beat. Sub-lines in **Limelight** caps. ## 5. Motion quality - **Characters on twos** (12 fps); camera moves on ones (24 fps). A stepped camera reads as judder. - **Tempo grid**: choose a tempo where one beat is an **even whole number of frames** at 24 fps (8, 10, 12, 16 or 20 frames), so every beat lands on a drawing of the twos. - **Breathing**: every idle object squashes and stretches with `cos(2π·beats)`: an extreme on every beat (stretch on the beat, squash on the off-beat), sampled on twos, amplitude ~5–7 %, all props in phase. A peak of joy can raise the amplitude ×3 and squash the whole background painting around the floor line (~2.5 %). - **Walk**: one step per beat with a body bob (sad = smaller steps, limp arms). **Run**: legs as a windmill (feet orbit a circle), lean forward, speed lines. - **Anticipation–hold–action**: before every big move, crouch (squash to ~0.8), hold (let the band stop), then snap. Impacts get a squash with an exponential spring-back. - **Held frames are acting**: a chain of holds, each glance on an eighth note with a woodblock tick, reads as thinking. - **Freeze on a band stop**: when the music stops, freeze everything, background breathing included. ## 6. Camera grammar A theatre camera: mostly locked, moving only to follow a runner or to land a gag. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Stage-wide, locked, eye level | A proscenium: the set is a stage and everyone on it performs | introducing a place; a group number; a routine | | Hard cut to a face close-up | The reaction is the joke | a surprise; a taste; a realisation | | Trucking pan beside a runner, eased start and stop | Pursuit, momentum | a chase; a race; a delivery | | Medium follow shot (character ≈ 1/4–1/3 of the frame height) | Every step is a note | Mickey-moused climbing, dancing, working | | Tilt with a fall or a rise | Gravity as rhythm | a tumble; a rocket; a lift | | Slightly high angle, one unbroken shot | The hazard and the answer in one frame | a danger; a stretch; a rescue | | Tabletop pan (flat characters in front of a model set turning in depth) | The world is a real place | a street; a carousel; a factory floor | | Pull-back from a close-up to a packed medium-full | One feeling spreads to everyone | a celebration; a crowd joining in | | Iris in / iris out (grabbable by a character) | The film is an object | a beginning; an ending; a scene change with a gag | Framing: faces must read, so no far-wide shot for a gag or a musical moment. The destination prop enters frame before the gag lands. Arcs and leaps stay inside the gate at the current zoom. Transitions: iris, a hard cut on a beat, a title card rolling up like a window shade; no dissolves. ## 7. Sound palette - **1930s hot dance band / ragtime**: stride piano, clarinet, trumpet (open + plunger-mute "wah-wah"), trombone (smears), tuba oom-pah, banjo on 2 & 4, snare with brushes and rolls, xylophone, woodblocks, slide whistle, cymbal, kazoo, washboard, a pit organ. **No string pads, no modern synths.** One short original syncopated theme can be restated in different arrangements. - **Mickey-mouse the score, as options**: a band member "answering" a character (trombone raspberry, trumpet laugh); a stop (hard silence, reverb tails too) before a gag or on a stare; a stinger per gag; slide whistle for every stretch or fall; a prop that *is* an instrument; a solo for tenderness; a key change for a lift. - **Foley by material** (synthesised): porcelain and glass = hard inharmonic partials + a tiny transient; wood = woodblock; metal = bells and clanks; springs = "boing"; water = filtered noise + rising blips and bubbles; rubber = sawtooth creak through a band-pass. - **Voice**: a period character (a radio announcer calling the action, a vaudeville MC, a crooner), few short lines. Radio chain: HP ~260 Hz / LP ~4.6 kHz, tanh saturation, a short room, compression. Duck the music ~8 dB. - **Optical soundtrack pass** over music + foley: band-limit ~110 Hz–6.2 kHz, slight wow (~0.6 Hz) and flutter (~7 Hz), soft saturation; then a bed of hiss, crackle and a 24 Hz projector gate clatter, the *only* sound allowed inside a silence. - Loudness −14 LUFS (two-pass loudnorm in `core/render/mux.sh`). ## 8. Native moves A menu: use the ones your story needs. - **Everything breathes on the beat.** The setting is a character; at the peak the *whole world* can dance in sync, walls included. *Fits content like:* a factory at shift change; a garden after rain; a city waking up. - **Mickey-mousing.** Every step is a note; a prop becomes an instrument. *Fits content like:* stairs as a piano; a typewriter as a drum kit; fence posts as a xylophone. - **Rubber-hose stretch.** Limbs reach any length in one unbroken shot. *Fits content like:* reaching a top shelf; a long-distance handshake; catching a falling baby bird. - **Transformation.** Anything becomes something else mid-motion (a tail into a question mark, a hose into a saxophone). *Fits content like:* an idea turning into a product; a problem into a tool; a word into an object. - **The bouncing-ball singalong.** Lyrics on a title card, a ball hopping from word to word on the beat. *Fits content like:* a jingle; a safety rhyme; a slogan to remember. - **The film is a physical object.** Title cards roll up like window shades; the iris is grabbed and pulled shut; intertitles get bumped; the frame line slips. *Fits content like:* a brand reveal; a "the end?" twist; a character escaping the cartoon. - **The ink bottle.** An artist's pen draws the hero, who then argues with it. *Fits content like:* a making-of; a mascot introduction; a lesson about drawing. ## 9. Pitfalls of the medium - **Flat grey frames.** Push backgrounds to mid grey, keep pure white and ink for characters, add a contrast boost. - **Wide shots kill gags**: a far shot makes characters tiny and Mickey-mousing unreadable. Use medium shots, and a packed medium-full for crowds. - "Sad" brows drawn as "angry": define brows by inner / outer end (inner = near the nose), not by left / right. - A limb drawn behind a body gets hidden by the silhouette (a handle, a tail): kick and reach outward past it. - Painted characters collide with background props at some camera positions: check every shot's last frame. - Smoke puffs in a row read as thought bubbles: scatter and grow them. - Short voice clips make subtitles flash: merge consecutive lines into one card. ## 10. Engine In `demo/`: `toon.js` (constant-width ink, line boil, affine stack), `film.js` (gate and film damage, reusable as is), `chars.js` (rigs, pie eyes, gloves, shoes), `cast.js` (breathing props), `bg.js` (cached watercolour backgrounds), `ui.js` (title lettering, title-card subtitles), `mix.py` (foley, radio chain, optical ageing), `music/score.py` (big band via `core/audio/sampler.py`). File map and commands: [DEMO.md](DEMO.md#build-notes). ## 11. Variation space You decide the location (or several), the cast, the structure, the opening, the ending, the camera path, the tempo and the band's line-up. All far from our demo: - Structures: **a singalong** (verse and chorus, the bouncing ball carrying the message while the set acts out each line); **a talent show** (objects take turns on a stage, the smallest wins); **a relay** (a thing passed hand to hand across a town, each hand-off a new instrument on the melody). - Openings: **out of the inkwell** (a pen draws the hero, who hops onto the set); **a curtain rise** (the band tuning up; a baton starts the film); **an iris on one eye** (it blinks, the iris widens to show whose eye it is). - Endings: **the card pulled over** (a character drags "The End" in front of itself mid-gag); **the film snaps** (the frame burns, a gloved hand splices it for one last bow); **the band packs up** (instruments leave until one note remains). --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0010 完整原文结束 ----- ================================================================ 【P0011】50s 扁平卡通 分类:风格模板 / 卡通与动画 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/midcentury-toon/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:12519 说明:用 50 年代教育片的口吻,三步教你装好一台扫地机:放充电座、连 app、按开始。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0011 完整原文开始 ----- # Mid-century Cartoon — Style Prompt > 1950s flat colour and limited animation for "follow along" films: colour printed a few pixels off its broken ink line, bodies that hold still while hands do the work, abstract colour-block rooms, a calm classroom narrator, and a cool-jazz combo. > References (grammar only): UPA's early-1950s shorts (*Gerald McBoing-Boing*, *Rooty Toot Toot*): colour and line on separate cels, geometric people, colour-plane backgrounds, limited animation. 1950s classroom films (Coronet, Encyclopaedia Britannica): direct address, one sentence per picture, numbered cards. Charley Harper and Mary Blair: soft atomic-age complements, geometric figures. 1950s appliance manuals: numbered medallions, curved arrows, round call-outs, sunbursts. Copy none of their characters, drawings, lettering or music, and never name them in a film. A **scene style**: it performs a real use (a set-up guide, a how-to, a recipe card, a safety card) rather than telling a story. The viewer should come away able to do the thing. See §11 for the jobs. ## 1. Essence, and what it is not Flat, printed-looking colour with a thin, breathing ink line that never quite closes. **Every fill is a separate "cel" printed a few px off its line**, re-rolled on twos, so the picture shimmers like hand-registered paint while the camera glides. Light dry-brush tooth, paper grain, warm vignette. People and things are geometric: egg or bean heads with the nose part of the face outline, simple garments in two or three flat colours, four-finger cartoon gloves. **A presenter's body is a held drawing: only arms, hands, eyes and mouth animate.** Rooms are not drawn: a scene is one colour plane, a floor band, a horizon line with gaps, and one or two props. Not the 1930s rubber-hose cartoon (no black-and-white, no bouncing world, no hot jazz). Not a whiteboard explainer: it shows *how to do*, not *why*. The pictures are printed, not written on. ## 2. Materials & rendering - **Off-register cels**: fill drawn with a small offset (a few px, down-right) from its line; the offset jitters ±1–2 px on twos. Keep it on everything, text included; switch it off only for a crisp diagram. - **Line**: 3–5 px ink ribbons with ±40 % width breathing and 12–25 % breaks. Characters ~4 px, props 3–4.5 px, walls in plans thicker and broken. Hands: one outline around the union of palm and fingers, thin finger separations. - **Shading**: one flat darker plane clipped inside a shape, never a gradient. Drop shadows are a copy of the shape offset down-right in a paper shade at ~50 %. - **Ornaments**: 4-point atomic sparkles, 8–18-point starbursts, sunburst rays (~30 wedges, semi-transparent), boomerang and kidney shapes, polka dots. - **Grain**: light; print, not film. ## 3. Colour logic - **A warm paper ground, a warm near-black ink, soft atomic-age complements.** Nothing pure or neon. - **One ground colour per scene**: a lighter tint for walls, a darker shade for floors. Never place the product on its own colour, never the presenter on their own accent. - **The product keeps one colour through the whole film**; the accent (a presenter's garment, stars, bullets) is a different hue. Step grounds rotate through the rest. - Examples: *coral / mustard / turquoise* on cream; *tomato / olive / powder blue* on oatmeal; *plum / lime / sand* on off-white. ## 4. Type & subtitles - Roles: a 1950s script for a kicker (Oleo Script Bold); a slab serif (Alfa Slab One) for titles, numerals and headers, in ink over an offset colour plate; a geometric sans (Jost 500/600) for body, details, labels and captions. - **Caption card**: a paper-coloured rounded slab with a thin ink border (its colour cel offset too), small turning stars at the ends, ~40 px sans, bottom-centre. Fades in quickly with a small rise. Hold ≥ max(1.8 s, speech + 0.6 s, chars/12 + 1 s). - **Step header**: an ink disc with a paper numeral, a small letter-spaced "STEP n OF N", and the step title with a cream plate; it slides in on twos. - **Detail tags**: a paper card with a star bullet, popping on the action beat next to the call-out. Data lands on the picture, never as a slide. ## 5. Motion quality - **On twos:** poses, hand shapes and the cel jitter change at 12 fps. The camera, iris wipes, arrows, plan routes and rays move at 24 fps. - **Held body, moving hands:** switch poses with a single in-between. A hand action has anticipation (pull back or lift), a fast action (0.15–0.25 s, eased out), a follow-through (recoil, settle, lift away) and lands exactly on a beat. - **Pop-ins:** medallions, tags, labels and titles scale in with a back-ease (~0.25 s, strong overshoot). - **Reaching the floor**: a kneel pose with 2-bone IK keeps the hands on the object while it moves; never stretch standing arms. - **Lettering**: a script writes on left→right with a clip; headers slide in on twos. ## 6. Camera grammar The camera is "the stand": never handheld. A vocabulary, not a route. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Slow push (a few %) | Collecting the eye | a product on its stage; a result settling | | Iris through a medallion | The number *is* the door | a change of step; a change of rule | | Round call-out with a leader line | Context and detail at once | a hand action; a screen; a small part | | Tilt with a pointing finger | The finger leads the frame | the one action that matters most | | Push into a device, pan along signal rings | Person → interface → device | pairing; connecting | | Iris from a round object into a top view | Circle to circle, function to plan | a button starting a job; a lid opening; a dial | | Pull-back with counter-rotation from a detail to a plan | One lane becomes a pattern | a route, a schedule, a garden, a floor plan | | Colour-block wipe (side, bottom-up) | Turning the manual's page | a tip; a summary; a new card | | Split frame in two colour blocks | Right vs wrong, before vs after | a safety rule; an upgrade | | Dead still ≥ 3 s | "This is the frame to screenshot" | a summary; a CTA; a QR code | | Iris-out onto one object | The last circle | a closing on the product, the logo, the result | Key subjects ≥ 1/3 frame height and clear of the caption band. Transitions are circles, colour-block wipes and cuts on a beat; no dissolves. ## 7. Sound palette Three layers, always: - **Music**: an original West-Coast cool-jazz combo: flute or muted trumpet, vibraphone (chords, arpeggios, glissandi, tremolo), pizzicato walking bass, brushes (sticks on the ride for energy), celesta, bongos or finger snaps. Not ragtime, not a spy big band, not piano and strings. Options: give **every step its own vibraphone chord** and bring them back one per summary item; halve or double the feel instead of changing tempo; move up a step for a payoff. - **Silence as a tool**: cut *everything*, ambience included, for the beat before the most important action, so the first sound after it (the click, the pour) is the step. Room tone alone before a summary. - **Foley by material**: cardboard creaks and thumps, appliance plastic knocks and clicks, floor scrapes, glass and ceramic clinks, pours, damped rubber stamps for medallions, paper swishes for wipes, slide whistles for dimension arrows, rising pips for "connected", pen scratches for a route, an iris "shhk". - **Ambience**: warm room tone (low-passed brown noise, very quiet), a mantel-clock tick on the grid; a device's motor hum can take over when it works. - **Mix**: J/L cuts (lines start before their iris, tails ring on); narration compressed on top, music ducks ~8 dB, foley unducked, −14 LUFS. - **Voice**: calm classroom authority, one clause per line ("Step one. Set it against a wall."). Whisper-check every line; accents can blur key nouns. ## 8. Native moves Each move serves information. A menu: use the ones your film needs. - **Off-register colour** makes an info card hand-made and warm. *Fits content like:* museum rules; a bank app screen; hotel check-in. - **Limited animation points the eye**: the still body leaves the hand as the only mover, and the hand *is* the step (one hand action per step, on a beat). *Fits content like:* threading a sewing machine; changing a bike tyre; setting a thermostat. - **The round call-out** is the close-up; the step's data lands inside or on it on the action beat. *Fits content like:* a dosage on a measuring cup; a torque value on a bolt; a PIN on a keypad. - **The numbered medallion** marks hierarchy and opens the next step; it stamps onto the outgoing subject and the camera goes through it. *Fits content like:* a pool's five rules; a checklist for a flight; stages of a recycling sort. - **The payoff turns function into ornament**: a real process (a route, a watering schedule, a seating plan) draws itself region by region and, seen whole, reads as an atomic-age textile. *Fits content like:* a sprinkler's coverage; a delivery round; a week of medication. ## 9. Pitfalls of the medium - A route that ignores obstacles → follow the product's real rules; flow streamlines bend around obstacles and never cross. Lay it one region per beat, not all at once. - A separate nose wedge looks glued on → one open spline from the bridge round the skull, closed at the nose tip. - Thin arms read as sticks from the neck → shoulders at the torso corners, sleeves as a thick ink ribbon with a colour ribbon on top. - Fat-blob fingers turn the hand into a cloud → stroke every part first, fill second (one union outline), slender fingers with separation lines. - Zooming the world triples the ink → close-ups in call-out circles drawn at native scale. - Detail text without reading time → move the data into the detail, the context into the title and the voice; chars/12 + 1 s. - A transition drawing the next scene before its start → clamp local time to just past the start. ## 10. Engine `demo/engine/toon.js` (the style: `setClock`, `shape` for any shape in the style, `ink` ribbons, `plane`, two-plate `text`, `fit`, the manual `arrow`, ornaments, the global register `REG`), `demo/engine/chars.js` (presenter, glove hands, the demo product), `demo/engine/icons.js` (18 icons). `demo/film.js` has liftable helpers: `callout()`, `medallionAt()`, `tag()`, `stepHeader()`, the flow-route generator `laneY()` + `buildPath()`, and the transition block (medallion iris, button iris, colour-block wipe, iris-out). API table and a minimal example: [DEMO.md](DEMO.md#engine-reference). ## 11. Variation space You decide the thing, the presenter (or none), which steps and in what order, the opening, the ending, the camera path, the colours, the pacing and the music. Use cases are **grammar for the order and duration of information**; build your own timeline from the user's facts. | Use case | Information order | Hold per layer | Length | |---|---|---|---| | **Product set-up guide** | product name → title → step title → step detail on the action beat → payoff → tip → CTA | title ≥ 4 s; step title the whole step; detail ≥ chars/12 + 1 s; summary ≥ 3 s clean | 30–40 s, 2–5 steps | | **Safety / rules card** | rule number → rule → one "why"; a held figure, a medallion, a gesture, a pictogram per rule | 3–4 s per rule | 20–40 s, 3–6 rules | | **Recipe or ritual card** | step → quantity/time → result; side view, call-out on the hands, result as a top-view pattern | 3–5 s per step | 30–45 s | | **Onboarding for an app or service** | screen action → setting value → confirmation stamp; the screen lives in the call-out | 3–4 s per action | 20–30 s | | **Store or event notice** | headline → time/place → CTA; colour-block wipes between cards | ≥ 3 s per card | 15–25 s | All far from our demo: - Structures: **a rules card with no product**, one held figure and a medallion per rule; **a recipe on a tabletop**, seen from the side, ending in a top view; **a do / don't split**, each rule shown twice in two colour blocks. - Openings: **the finished result first**, then "here's how"; **the problem in one gesture** (a hand fumbling a cable); **a numbered list** stamped on, then opened item by item. - Endings: **a checklist ticking itself**; **the hands at rest** beside the finished thing; **a QR code** held dead still in a starburst. Swapping `demo/content.json` and rebuilding is a technical check that the engine re-flows, not a way to make a film. --- How our demo was made (story, shots, score, end card, build, content fields): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0011 完整原文结束 ----- ================================================================ 【P0012】80 年代赛璐璐动画 分类:风格模板 / 卡通与动画 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/cel-anime-80s/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:12573 说明:快递少女骑车穿过雨后霓虹都市,赶在黎明发射前送到一盘磁带。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0012 完整原文开始 ----- # 80s Cel Anime — Style Prompt > Hand-painted cel animation from the golden age of Japanese OVAs, re-created in code: flat two-tone cels over airbrushed backgrounds, backlit neon, limited-animation timing, played back as a late-80s videotape on a CRT television. > References (grammar only): 1980s Japanese OVA and TV cel animation in general (painted-background vs flat-cel contrast, backlit light, held drawings, speed grammar, city-pop openings). Borrow the era's craft, never a specific work's characters, mecha, logos, place names or signature shots. ## 1. Essence, and what it is not Four layers, and the contrast between them is the look: - **Background painting**: soft airbrushed gradients, glowing windows, wet reflections; painted once at load (colour + emissive pair), then only slid. - **Cel** (characters, vehicles, props): flat fills, **hard-edged** shadow and highlight shapes, **coloured** outlines, never pure black; stepped at 12 or 8 fps. - **Light**: backlit cel (透過光): signs, lamps, title letters glowing *through* the frame; flares, halation. - **Playback**: videotape on a CRT: chroma bleed, scanlines, grille, phosphor glow, darkened corners, faint noise. If a frame looks like modern digital anime, one layer is missing. Not moe anime (round eyes, giant irises, hatched blush), not vector clip-art (uniform black lines, gradients in shapes), not a film-print pastiche (no gate weave or scratches: this is tape). ## 2. Materials & rendering **Cel rendering.** Fill, then a **hard** shadow crescent, then a **hard** highlight crescent, then the coloured outline. No gradients inside a cel shape (exception: one "harmony" painted still at a peak). Automatic shading: clip to the shape and fill `shape − shape shifted toward the light` with the shadow colour (even-odd); the same shifted away for the highlight and for a saturated neon **rim light** (2–4 px). Add hand-placed cast shadows. Outlines ~2–3 px at 1080p, scaled down (0.45–0.8×) in extreme close-ups. **Colour models per lighting** (色指定): define each character in daylight, derive other sets by multiplying lit / shadow / line separately, plus a backlit silhouette set with a warm rim. **People the 80s way.** Construct the head (sphere + jaw): long egg-shaped face, soft-point chin, far eye foreshortened with a cheekbone turn in 3/4. **Almond** eyes near the vertical middle of the head, a thick upper lash line flicking outward, a tall oval layered iris, two highlights, long thin brows. Nose = a shadow plane + one stroke; one faint blush layer, never hatched. Hair in overlapping locks with sharp uneven tips over a wider dark under-layer, a continuous "angel ring" highlight with a zigzag lower edge. Lines: skin thin warm dark brown, hair dark purple; only hard props near-black. Emotion lives in brows, lid height, iris size, mouth corners and shoulders. Build and approve a **model sheet** first; draw every shot from the same head function. **Backgrounds.** Painted once at load: sky gradients, airbrushed clouds with lit undersides, buildings or landscape with painted light sources, and always a matching **emissive plate** that slides with the colour plate. Wet ground = a flipped, blurred, streaked copy of the plate darkened with ripple bands. Generic sign words only, never brands. Moving plates get a light horizontal smear (~16 px) against strobing. **Light and lens.** Bloom strongly from the emissive canvas, weakly from the colour canvas above ~0.9; tint the widest bloom red-orange (halation). Flares: star-burst, anamorphic streak, hexagonal ghosts through frame centre. Stamp every cel's silhouette in black onto the emissive canvas so glow never bleeds through it. **Videotape + CRT, restrained and deterministic:** chroma bleed (sharp luma, horizontally blurred and slightly shifted chroma), fine scanlines anchored to output pixels whose gap shrinks on brights, a faint RGB grille, phosphor glow, darkened corners without curved borders, faint signal noise. Subtitles are composited inside the pass after grading. Two optional accents: a **power-on** (dot → line → picture) and **tracking noise** (a few frames of tearing, rolling band, vertical hop). Check moiré on a 720p downscale. Frame: full 16:9 as a theatrical feature (4:3 pillarbox is valid for an OVA feel). ## 3. Colour logic - Painted plates carry gradients and atmosphere; cels are flat, few-colour, saturated. Each time of day gets its own colour model, never a filter over the frame. - The protagonist has **one accent colour** that pops in every lighting set. Line colours are dark versions of their fill. - Skin gets its own colour in every set; multiplying daylight skin by a tint turns faces pink under neon. - Examples: night city (indigo, violet, neon magenta, cyan, window gold); seaside noon (cobalt, white cumulus, sand, coral); classroom dusk (amber, chalk green, brown wood, purple shadows). ## 4. Type & subtitles - Subtitles live on the tape, composited inside the CRT pass: a semi-condensed sans (e.g. Barlow Semi Condensed 600, ~50–56 px), cream-yellow with a thick dark outline and soft shadow, ~96 px above the bottom; a second speaker may take a second colour and a small boxed tag. Hold ≥ max(1.8 s, speech + 0.6 s); a line yields to the next. - Titles: heavy italic Latin in a **chrome gradient** (sky → white horizon line → violet → pink → gold), dark + neon outlines, optional katakana line (e.g. Dela Gothic One), glowing through the emissive layer, flickering on at 12 fps with a light sweep and a star glint. ## 5. Motion quality - **Characters on twos (12 fps)**; performance beats (blinks, eye openings, lip flaps, gestures) on threes (8 fps). Camera, light sweeps, flares and rain on ones (24 fps); a stepped camera judders. - **Cycles**: hair and cloth as ribbons driven by a travelling sine, 4-drawing cycle (6 when calm); bounce = a 12 fps jitter of a few px. - **Move light, not drawings**: coloured bands sweeping across a held cel (`source-atop`). - **Impact frames**: 2 frames of an inverted or monochrome silhouette over radial lines, then the result. - **Hold the peak**: a painted still with a slow pan, only cycles moving. - Fast blinks (one 8 fps closed drawing); eye openings in three drawings; lip flaps of 3–4 shapes at 8 fps ending on a held expression. ## 6. Camera grammar A vocabulary, not a route. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Multiplane crane over a tall plate | a world revealed layer by layer | arriving; descending into a place; rising above it | | Side tracking, 3–4 parallax layers | steady momentum | a journey; a chase; progress | | Rear view into a pseudo-3D canyon | speed, pressure ahead | a race; a tunnel; a countdown | | Held bust with light bands | speed or tension without animation | a drive; waiting; a decision | | Insert with bokeh and a sliding highlight | this object matters | a letter; a key; a ticket | | Extreme close-up on eyes | resolve, recognition | a choice; a promise | | Slow pan across a painted still | awe, a held breath | a peak; a memory; a landscape | | Radial speed lines + one-beat freeze | the instant before impact | a leap; a collision; a goal | | Truck-in through a window or screen | entering another world | a flashback; a broadcast; a dream | | Locked two-shot with lip flaps | conversation | banter; a confession; an argument | | An earlier composition repainted | what changed | after a storm; years later | Cut on bars. Framing: cels readable against the painted plate; keep the lower ~120 px clear for subtitles. Transitions: cuts, white flashes, impact frames, tracking noise at a tape-related beat; no digital dissolves or wipes. ## 7. Sound palette - **Instruments** (city pop, synth funk, anime-opening pop): saxophone or synth-brass lead, FM electric piano with a bell transient, slap bass, chorus-y 16th guitar chanks, gated-reverb snare and big toms, drum machine, arpeggiated analog synth, string pad, FM bell sparkle. Extended jazz-pop harmony (maj7, 9ths). - **Techniques, as options**: band-pass the score to cassette/AM when a diegetic source plays, then open it; a brass hit on a title; a drum fill left open for an effect; one beat of true silence before a peak; a semitone lift for a last chorus. - **Foley** (synthesized): engines from an RPM curve, rain, tire hiss, wind, bells, radio squelch, impacts, sparks, cassette clicks, crowd murmur, door buzzers, footsteps on wet pavement; tape accents get their own thunk, whine, hiss. - **Voice**: an English-dub feel, short lines; a second voice through a phone/radio band-pass (~380–2800 Hz). Verify every line with whisper. - **Mix**: limit then compress TTS, voices ~10 dB over ducked music (duck ~9 dB), beds ducked ~3 dB, choruses louder than intros, two-pass loudnorm to −14 LUFS. ## 8. Native moves A menu: use the ones your story needs. - **Small flat hero in a huge painted world.** *Fits content like:* a first day in a big company; a child in a museum hall; a lone researcher at an observatory. - **Stillness as drama** (held close-up or harmony still). *Fits content like:* an exam result; a goodbye at a gate; an unveiling. - **Backlit light.** *Fits content like:* a lantern festival; a screen full of code; a lighthouse; stage lights. - **Speed grammar** (speed lines, looping plates, impact frames). *Fits content like:* a sprint final; a data packet crossing the world; a kitchen rush. - **Light-band sweep on a held cel.** *Fits content like:* a night train; a scanner reading a page; a heartbeat quickening. - **A song as an object** (tape, radio, jukebox changes the score). *Fits content like:* a band's origin; a family memory; a call-in show. - **Tape artefacts as punctuation.** *Fits content like:* found home video; a rewind to the past; an interrupted broadcast. - **Colour-model change** (one place, another hour). *Fits content like:* a day in a shop; a farm's seasons; before/after a renovation. ## 9. Pitfalls of the medium - White cels bloom pink → bloom from the emissive canvas; weak, high-threshold bloom on colour. - Neon bleeds through characters → silhouettes stamped into the emissive canvas. - Black holes in highlights → clamp before S-curves. - Thick rim light swallows thin shapes → 2–4 px offsets. - Hair like tentacles, a face like a paper mask, moe eyes, uniform black lines → the drawing rules in §2. - Pink faces under coloured light → skin gets its own colour per set; weaker light sweeps on faces. - Front views are the hardest drawing → hide them behind a visor, a windscreen or backlight when you can. - Pseudo-3D points behind the camera flip into the sky → clamp z to the near plane. - Canvas silently falls back to a serif → `document.fonts.load` every weight before painting. - CRT detail inflates files → noise in the shader, only `noise=c0s=2:allf=t` in ffmpeg, CRF ≈ 23; loudnorm in two passes with `linear=true`; don't let a limiter flatten the dynamics. ## 10. Engine In `demo/`: `cel.js` (path, cel, ribbon, flutter), `pal.js` (colour models), `head80.js` (80s head, 3 views × expressions), `hands.js`, `bg.js` (painted plates, crane plates, wet reflections), `fx.js` (rain, speed lines, flares, trails), `post.js` (WebGL tape + CRT pass: bloom, grade, subtitles, power-on, tracking noise), `hud.js`, `music/score.py` (numpy FM/slap/brass synthesis), `tools/`. `?test=model|close|side` draws model sheets, `?raw=1` skips the CRT pass. A minimal new use: a harbour sunset plate with its emissive pair, one cel boat shaded with `cel.js`, through `post.js`. ## 11. Variation space You decide the structure, the characters, the world, the opening, the ending, the camera path, the pacing and the colour models. All far from our demo: - Structures: **slice of life in four seasons** (one place, four colour models, a small change each time); **two-hander dialogue** (a locked two-shot comedy that breaks into one fantasy sequence); **the mock opening credits** (a character roster introduced one by one, each with a pose and a name card). - Openings: **in the middle of a conversation** (lip flaps already moving, no establishing shot); **a TV being switched on** to an in-world broadcast; **a close-up of a drawing hand** in a classroom, then cut to the world it draws. - Endings: **a freeze-frame** on a laugh with a "to be continued" card; **the tape runs out** into blue screen; **a slow pan up to a starry sky** from a quiet rooftop, no dialogue. --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0012 完整原文结束 ----- ================================================================ 【P0013】科幻情景喜剧卡通 分类:风格模板 / 卡通与动画 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/scifi-toon/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:12713 说明:厌世天才开传送门只想买杯咖啡,却穿过越来越离谱的平行宇宙。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0013 完整原文开始 ----- # Sci-Fi Sitcom Toon — Style Prompt > Adult-animation sci-fi sitcom: thick boiling outlines, flat colour, a duo whose reactions don't match, a glowing portal, and one palette per world. > References (grammar only): adult-swim-era sci-fi sitcom cartoons (dialogue-driven comedy, reaction close-ups, boiling line, sci-fi hardware as household junk). Borrow the *grammar*, never the characters. ## 1. Essence, and what it is not Hand-drawn-looking 2D TV animation for adults: **uniform thick dark outlines that boil**, **flat fills with hard-edged shadow shapes (no gradients)**, **big white eyes with tiny pupils**, **elastic mouths**, grotesque-but-cute creatures, and sci-fi hardware treated like household junk. The comedy is **dialogue-driven**: improvised-feeling talk, interruptions, awkward pauses, reaction shots, escalation, and a last-second reversal. The genre's engine is **a tiny, mundane goal pursued with absurdly large sci-fi means**: whoever could solve anything uses it for something petty, and someone else pays the emotional price. Not a kids' cartoon (dry humour, long pauses), not anime (no sparkly eyes), not a vector explainer (lines boil). **Copyright red lines (non-negotiable):** - Never reproduce any existing show's characters, silhouettes or colour combos (e.g. a spiky-blue-haired old man in a lab coat + a kid in a yellow shirt), names, catchphrases, burp gags, logos, or the look of any existing portal gun. - Invent your own cast, props and portal device. Never write the source show's name in the film or docs; one line "inspired by adult-swim-era sci-fi sitcom cartoons" is enough. ## 2. Materials & rendering - **Line**: near-black (a slightly purple black reads best), ~7 px for characters and props, 4–6 px for background detail, round joins. **Line width is constant in screen space**: close-ups are "redrawn" at the same weight, never scaled up (transform points to screen, then stroke with an identity transform). - **Line boil**: resample every outline in screen space (~7 px steps) and displace along the normal with low-frequency noise, amplitude ~1.7 px; cycle **3 boil drawings at 12 fps**. Everything boils, including held poses and backgrounds: a still frame is never dead. - **Fill**: flat colours only. Shadows are hard-edged darker shapes clipped inside the fill (one per form, away from the light). Glows are 1–2 flat translucent rings, not gradients. Skies are **flat colour bands**. - **Faces**: big white eyes (touching in 3/4 view), 4–5 px pupils, heavy lids for deadpan, eye bags. Parametric mouths (open, width, curl, skew) with interior, teeth, tongue. Brows carry the emotion. - **Cast design**: silhouettes must read in solid black. Give each lead one absurd costume idea. Avoid white lab coat + spiky hair. - **Creatures**: every world may get one creature that is disgusting *and* adorable; keep it non-verbal (sound effects) so the film stays a dialogue between the leads. Check that anything behind furniture still shows face and upper body. - **The portal** (or whatever device moves between worlds): the only thing that glows. A lumpy rim with a thick outline, rotating spiral arms, a pale core, orbiting sparks, drips, a flat translucent wash over the scene while it's open. Open with a gentle overshoot (~12 %, back-ease ~0.3 s); a springy overshoot covers the actors. - **Screen graphics**: a retro-terminal tag (VT323) typed in, coloured per world. ## 3. Colour logic - **One palette per world**, 3–5 colours, maximally different from the previous world in hue *and* value, so the audience reads "we jumped" from colour alone. - Line colour and eye white never change between worlds; everything else may. - Glow colour belongs to the travel device only: nothing else in any world may use it. - A deliberately bland palette (beige, brown) is itself a joke: use it for the world that is "suspiciously normal". - Examples of a sequence of worlds: sage lab → magenta and lime jelly → orange and teal; or grey office → ultraviolet and gold → mint and coral → beige. Our demo's values are in DEMO.md. ## 4. Type & subtitles - **Subtitles**: bottom centre, a rounded heavy sans (Baloo 2 ExtraBold ~50 px), white with a ~11 px black outline, so they look like the cartoon's own captions, with a small **speaker pill** in the character's colour (boiling outline) on the left. Lines over ~1300 px wrap to two lines. Overlapping lines stack; the older one dims to ~70 %. - **Timing**: hold ≥ max(1.8 s, speech + 0.6 s) for narration; for rapid dialogue, `max(audio + 0.35 s, 0.9 s + chars / 17)`. Clip at world changes and **before a silent beat**, so the silence plays on a clean screen. - **Title**: chunky display lettering popped in on 12 fps steps on a musical hit. Choose a period look that is not the source genre's logo: **avoid acid green, slime drips and wobbly bubble lettering** together, which reads as a specific show. - Keep faces out of the subtitle band (bottom ~170 px) and the world tag clear of faces. ## 5. Motion quality - **Characters on twos (12 fps)**: poses, mouths, blinks, walk cycles and boil step at 12 fps. **Camera moves, portal swirl, flying props and wipes on ones (24 fps)**. - **Acting over moving**: held poses with small changes (eye twitch, pupils sliding, a gulp, sweat drops). Idle life: breathing (±1 % squash), a nod driven by speech loudness. - **Anticipation → action** before every gesture. - **Squash & stretch** on landings (decaying cosine squash ~22 %), stretch while flying out of a portal; "sucked in" = scale toward the portal centre while stretching. - **Lip-sync from audio**: per line, RMS (open) and spectral centroid (wide vs round) at 24 Hz, sampled at the 12 fps drawing time. Exaggerate for screams (mouth ×1.5–1.9). - **Nervous jitter**: a 12 fps random offset of 3–6 px plus trembling pupils; amplitude grows with panic. - What never moves in a cold pause: everything but the boil. ## 6. Camera grammar A vocabulary, not a route. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Medium two-shot | the relationship; who reacts how | dialogue; a standoff; a deal | | Hard cut to a close-up | an interruption, a face breaking | the cut-off line; the realisation; a lie | | Insert extreme close-up of an object | the absurd detail | a reveal; the problem itself; the wrong result | | Reaction close-up | the laugh lives on the face | after every absurd image | | Tight close-up + short shake on one word | panic | the key word; an alarm; a scream | | Rush zoom into the portal → swirl wipe | leaving a world | any jump between places, times or versions | | Same framing repeated across worlds | only the world changes | a montage; a comparison; a list | | Very slow push-in on a still two-shot | a cold silence | the pause after a reversal; a confession | | Wide with the device and both leads in frame | the whole situation at once | a callback; a trap; a fresh start | | Over-the-shoulder onto a screen | reading bad news | a message; a readout | | Whip pan between two faces | overlapping argument | a fight; a bet; a double take | Rule: every absurd image is followed by a **reaction close-up**. Transitions go through the travel device (swirl wipes) or hard cuts; no dissolves. ## 7. Sound palette - **Synthesized score, no samples needed.** A **theremin**-like lead (sine + a little 2nd/3rd harmonic, legato portamento ~70 ms, vibrato fading in ~150 ms after each onset, spring reverb) over analog bass, a square-wave arpeggio and a retro drum machine. Minor modes and chromatic lines suit the main theme. - **Genre cues per world** (options): surf guitar; polka accordion; toy-piano lullaby; elevator bossa (Karplus–Strong nylon guitar); brushed swing with vibes; tuba + slide whistle; warm Rhodes + a vocal "aah"; tremolo strings for panic. - **Techniques (options)**: a cue's first beat is the cut; a tempo that snaps cuts to a grid; rule of three becoming machine-gun (same stinger, shorter each time). - **Silence is the punchline**: hard-cut the music, reverb tails included, on a reveal and for a cold pause. Leave only room tone (fluorescent hum, a clock tick, a fridge). - **Foley (synthesized)**: portal open (sub boom + down-swept noise + rising swirl), hum, close "fwump", swirl whoosh per wipe, pop/boing, wet glorp/squish, slurp, chomp, blink "blip", click-beep, kazoo sting, squeaky toy. - **Voices**: a two-hander with contrasting voices: low, flat and slow for the deadpan lead (light saturation + a ~180 Hz bump for gravel); higher and faster for the nervous one (presence boost). A tiny creature may say one or two words, pitched up. Compress, RMS-match, add short early reflections so voices sit in the room. Duck music ~−7 dB under dialogue. Master −14 LUFS. ## 8. Native moves A menu: use the ones your story needs. - **Parallel worlds.** Each jump = new palette, new cue, new creature. *Fits content like:* versions of a product; careers you could have had; the same city in five eras. - **Duo contrast.** Deadpan vs panic: the joke is in the difference between reactions. *Fits content like:* a veteran and a new hire; a parent and a teenager; an AI and its user. - **Rule of three → machine-gun.** Two slow wrong answers, then one-second worlds cut on the beat with the same rejection word. *Fits content like:* failed prototypes; bad date ideas; tax forms. - **The suspiciously normal world.** The pattern breaks; the calm is the joke. *Fits content like:* the one boring answer that works; a quiet office after chaos; the real customer. - **Dead-air reversal.** A long silence after the twist, then one line revealing a character's values. *Fits content like:* a price reveal; a fine print clause; a gift that wasn't wanted. - **Hardware as junk.** World-bending tech used for a petty chore. *Fits content like:* a quantum computer used for a grocery list; a rocket to deliver a sandwich; a time machine to fix a typo. - **Callback button.** The last line repeats the first so the story loops. *Fits content like:* a catchphrase of a brand; a morning routine; a running complaint. ## 9. Pitfalls of the medium - TTS reads hyphen stutters as words: write syllables ("buh, buh-broken"); respell words it mangles; pick names that survive a low voice. - Whisper mis-hears very short clips unless padded with ~0.6 s of silence. - A real interruption: generate the interrupted line *longer* than needed and truncate the audio where the other voice cuts in. - A springy overshoot swallows the actors: gentle back-ease. - Food and liquids need cues (surface detail, drips, steam) or they read as other objects. - Square-wave synth cymbals alias into harsh 8–20 kHz fizz: band-passed noise plus a little FM. - A sustained bass below ~40 Hz is rumble on laptop speakers: end an octave higher. - A cut music cue without its reverb tail cut is not dead silence. - `ffmpeg fps=1` contact sheets are offset up to 0.5 s: don't misdiagnose a shot boundary. ## 10. Engine In `demo/`: `toon.js` (vector engine: matrix stack, screen-space boil, constant line width, flat shading), `chars.js` (parametric eyes, mouths, hands, noodle limbs), `worlds.js` (one function per world, creatures, the portal), `voice.py` (per-character processing + lip-sync envelopes), `asr.py` (padded whisper check), `music/score.py` (synthesized score from a cue list), `levels.py` (stem meters), `sheet.sh` / `strip.sh` (contact sheets, consecutive-frame strips). New shapes: build them with `toon.js` in world space; the stroke goes through the screen-space boil at constant weight. ## 11. Variation space You decide the premise, the cast, the worlds, the jokes, the opening, the ending, the camera path, the pacing and the palettes. All far from our demo: - Structures: **one world, many clocks** (the duo stays home and a device skips them through times of day, each time worse); **the job interview** (a panel interviews candidates from other worlds, each a different genre cue); **the tech-support call** (split screen between two worlds, one voice guiding the other through a disaster). - Openings: **mid-disaster** (the portal is already open and something is coming through); **the instruction manual** (a terminal readout explains the device before we see anyone); **the wrong world** (we start in the absurd world and only later see home). - Endings: **stuck elsewhere** (the device breaks and they settle in, happily); **the audience** (a creature from one world watches the whole film on a screen and rates it); **the cost** (a quiet final shot of what the errand cost someone, no joke). --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0013 完整原文结束 ----- ================================================================ 【P0014】Risograph 丝网印刷 分类:风格模板 / 印刷与版画 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/risograph/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:11978 说明:周日早晨骑车穿过城市:面包店、公园、河边。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0014 完整原文开始 ----- # Risograph Print — Style Prompt > Animation that looks printed, frame by frame, on a stencil duplicator: two or three translucent spot inks overprinted on warm paper, halftone dots, ink grain, and plates that never quite line up. > References (grammar only): Tom Haugomat's riso illustrations (colour fields and silhouettes, a small figure in a large world, extra colours made by overprinting); Jacques Tati's *Jour de fête* (comedy staged small in a wide frame, everyday sounds as rhythm); real riso prints (translucent inks, misregistration, pinholes, feed streaks). Copy none of their characters, compositions or palettes. ## 1. Essence, and what it is not A risograph prints **one colour at a time**: each colour is its own stencil ("plate") with its own drum of translucent ink. That one fact makes the look: - **A tiny palette**: 2–3 spot inks on warm off-white paper. - **Overprint mixing**: inks multiply, so two inks make a third colour and all three approach black; a tint of one ink over a solid of another gives the brightest mixes. - **Misregistration**: every plate lands a few pixels off; edges show slivers of paper or a coloured halo. - **Halftone dots** for mid-tones, each plate on its own screen angle; **imperfect ink**: pinholes in solids, streaks along the feed direction, blotchy density. - **Flat shapes, no outlines**: forms are colour fields and silhouettes. Not flat vector art with a noise overlay (every colour comes from the plates), not CMYK pop-art halftone (no process colours, no keyline), not screen-print posters (riso ink is translucent and grainy, not opaque). **Never** show the RISO brand, logo or machine trade dress; ink names are colour references only. ## 2. Materials & rendering **Pipeline.** Draw each frame into **one RGB canvas where each channel is one plate's density** (R = ink 1, G = ink 2, B = ink 3; 0 = none, 1 = solid). `source-over` gives true **knockouts**; `globalCompositeOperation = 'lighter'` adds ink only to the channels you set: a true **overprint**. A WebGL2 shader "prints" it: - per plate: offset in px + tiny rotation → misregistration; - halftone: cosine spot function on a rotated grid, period ~6–8 px at 1080p, anti-aliased threshold; densities ≥ ~0.9 print solid; screen angles ≥ 15° apart; - grain on the dot threshold, pinholes in solids, density varying with a feed-direction streak and a slow blot noise; - composite `paper × Π mix(1, ink_i, coverage_i)`, with faint paper fibre; - dots anchored to the **paper** (screen), not to objects: a pan slides the image under a fixed screen, as if each frame were printed anew; - a per-plate **gate** and a **roller sweep** (moving edge, slightly heavier ink band) let a plate arrive mid-shot. **Composition rules.** - Every area uses **at most two plates, at most one of them as a tint**. Three halftones on top of each other = mud. - Big flat shapes, lots of solid paper and solid ink; halftone in a few stepped bands (e.g. 20 / 40 / 60 / 100 %) for skies, shadows, distance. - Characters get a **paper-white knockout halo** (4–5 px): stamp their layer in a ring with `filter: brightness(0)` (zero ink = paper), then draw them. Plates misregister around it, so it picks up coloured fringes like a real trap. - One horizon, one big flat field or disc, one small figure; the figure's head against the flattest colour in the frame. - Design for the **one-plate version**: every main colour contains some of the first plate, so a one-ink frame still reads as a complete silhouette. A deliberate exception stays blank paper until its plate arrives: a reveal. ## 3. Colour logic - **2–3 spot inks, never more**, plus paper; every other colour is an overprint or a tint. No gradients except stepped halftone. - Pick inks whose pairs mix into useful colours; at least one must carry a silhouette alone. - Paper is warm off-white (around `#F4EEE2`), never pure white; paper white is a colour too (knockouts, highlights, subtitles). - Light neutral surfaces (skin): a light tint of the palest ink. Dots of a saturated ink on skin look like a rash. - Save the full overprint (every plate, densest mixes) for the moment that earns it. - Example ink sets: Blue `#0078BF` + Yellow `#FFE800` + Fluorescent Pink `#FF48B0`; Teal `#00838A` + Fluorescent Orange `#FF7477`; Federal Blue `#3D5588` + Red `#FF665E` + Sunflower `#FFB511`. ## 4. Type & subtitles - **Type is printed**: titles and subtitles live on one plate, so they misregister and grain with it. A title can be printed on two plates with a visible offset: the riso double-hit. - Fonts (OFL): heavy grotesque for titles (e.g. Bricolage Grotesque 800), geometric sans for captions (e.g. Jost 500–700). Preload every weight before `READY`. - Subtitles: a **paper-white knockout strip** (zero ink, small radius) with text on one plate, ~40–46 px; its edges catch misregistration fringes. Hold ≥ max(1.8 s, speech + 0.6 s). - Prints don't fade: titles arrive with a roller wipe or on a beat and leave on a cut. ## 5. Motion quality - **Characters act on twos** (12 fps); **camera moves on ones** (24 fps): a stepped camera reads as judder. - **Registration is not jittered every frame.** One fixed set of offsets per shot (±1–3 px). A **kick** (≈ 8–14 px, decaying in ~0.25 s with slight ringing) on an accent; a **drift** up to ~25 px through a held moment, snapping back on the downbeat. - Grain boils partly (about a third re-rolls per print); sheet streaks and blots change only at cuts. - Simple cycles on few drawings; secondary motion (scarf, flag, tail) as a travelling sine wave. ## 6. Camera grammar A vocabulary, not a route. Opening and ending come from the topic. | Move | Expresses | Can serve | |---|---|---| | Wide lateral tracking, small figure, empty sky | Travel, routine, room | a commute; a process line; a title | | Static wide, the subject crosses the frame | Comedy of scale | a gag; an arrival; a crowd | | Locked composition: horizon, disc, figure | Stillness, awe | a decision; a reveal; the film's one pause | | Ground-level low angle, big foreground shapes | Energy, abundance | a burst; a harvest; a launch | | Medium two-shot held for a look | Reaction | a joke landing; a deal; a disagreement | | Straight top-down, long shadows | Pattern, a map | a schedule; a floor plan; a game board | | Push into a halftone field until dots are shapes | Entering the print | a close look at data; a memory; a cell | | Pull back to reveal the paper | It was one sheet | a series; an archive; a summing-up | | Match cut on a flat shape | Continuity through form | a time jump; cause and effect; before/after | Framing: lots of paper and solid ink, text on empty sky or a knockout strip. Transitions: overprint growths, roller sweeps, shape match cuts, hard cuts on beats. Never a cross-dissolve, never a soft digital wipe. ## 7. Sound palette - **Instruments**, as options: warm, dry, handmade, slightly lo-fi: upright or electric bass, vibraphone or marimba, nylon guitar, whistled or hummed melody, Rhodes, toy piano, brushed kit, shaker and rim clave, a small drum machine through tape saturation. - **Layering like plates** (an option): each new plate brings one instrument, and they can leave one by one. - **The machine is the signature foley**: feed "shhk", drum "ka-chunk" at a plate arrival, motor hum, a sheet landing on a stack, a guillotine cut. Other foley dry, close and papery, following the story's materials. - **Silence**: a held bar with reverb tails cut, at most ambience or one distant sound; it pairs with a registration drift, and the snap brings everything back. - **Mix**: dry and close; music ducks ~8 dB under voice; −14 LUFS. Voice relaxed and conversational, short lines, verified with whisper. No grain added at mux: it is in the print. ## 8. Native moves A menu: use the ones your story needs. - **Plates as narrative.** The world gains a plate at each turning point. *Fits content like:* a product arriving as a new ink; a city history, one ink per era; colour returning during a recovery. - **Two inks, a third where they meet.** *Fits content like:* a merger; a duet; two data sets whose overlap is the finding. - **Overprint transition.** A shape of one ink grows over the frame, turning everything beneath into the mix, then shrinks into the next scene's key shape. *Fits content like:* a pill dissolving; a spotlight becoming a moon; a stamp becoming a map pin. - **Registration as rhythm and feeling.** Kicks on accents, drift in a held moment, snap on the downbeat. *Fits content like:* nerves before a speech; dizziness; a memory coming into focus. - **Reflections as separated plates.** Each plate wobbles on its own phase. *Fits content like:* a shop window; heat over a road; a coffee surface. - **Knockout reveal.** A shape made only of missing ink; its plate arrives later. *Fits content like:* a missing piece; a secret; a logo hidden in plain sight. - **Halftone scale.** Dots grow into shapes as the camera pushes in. *Fits content like:* population; rainfall; a crowd that turns out to be people. - **It is a sheet of paper.** The print can be stacked, folded, cut or pinned; grain boils like a flipbook of prints. *Fits content like:* a zine; a poster series; a flyer passed hand to hand. ## 9. Pitfalls of the medium - Three halftoned plates in one area = mud → two plates, one tint. - `fract(p*vec2(233.34,851.73))` draws vertical stripes across solids at 1080p → a well-mixed hash (`fract(vec3(p.xyx)*.1031)` family). - Per-frame registration jitter and sheet streaks flicker and blow up file size → fixed offsets per shot, kicks on accents, sheet noise at cuts, partial boil. - JPEG screenshots (4:2:0) smear saturated dots → PNG frames into a lossless yuv444 intermediate, encoded once with `-tune grain`; check at 100 % and 50 % for moiré. - The halo layer must copy the canvas transform, or zoomed shots draw the subject at the wrong scale. - Additive `over()` inside a transparent layer loses its meaning → overprint on the plate canvas. - A main colour without the first plate floats loose in one-ink frames → build palette recipes up from the one-ink silhouette. - `evenodd` fills of arches fill solid → trace the inner edge in the opposite direction. ## 10. Engine In `demo/`: `riso.js` (print shader: plates, halftone, grain, registration, kicks and drift, gates, roller sweeps, reflection wobble), `draw.js` (`ink(b,y,p)` densities, `over()` overprint, `layer()` paper halo, 2-bone IK, limbs), `sheet.js` (model sheet with a "plates = story" row via `S.mask`), `tools/video_png.mjs` (PNG frames → lossless intermediate), `tools/mux.sh`. Minimal new frame: two plates (R = teal, G = orange); a solid teal hill, an orange disc drawn with `lighter` so it darkens where it crosses the hill, a 40 % teal sky band, a figure knocked out with `layer()`. ## 11. Variation space You decide the inks and what each plate means, the structure, characters (or none), opening, ending, camera path and pacing. All far from our demo: - Structures: **two inks in dialogue** (two subjects alternate shots and only overlap at the end, making the third colour); **subtraction** (start at full overprint, lose a plate at each loss, end in one ink); **a zine** (each shot a page turned, each page a different two-plate pairing). - Openings: **a knockout** (a blank shape in a full-colour field, filled by its plate seconds later); **dots first** (extreme close-up of halftone that pulls back into an image); **ghosts converge** (three colour ghosts drift together and snap into a readable frame on the first beat). - Endings: **one ink left** (plates lift away until the last line stands in one colour); **the print on a wall** (the last frame becomes a poster pasted up inside the world it showed); **a folded sheet** (the print folds into something the story needs: a boat, an envelope, a ticket). --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0014 完整原文结束 ----- ================================================================ 【P0015】丝印旅行海报 分类:风格模板 / 印刷与版画 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/silkscreen-poster/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:12925 说明:三条步道各一张丝印海报,一色一刮印出来,再沿山脊一镜到底从正午爬到黄昏。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0015 完整原文开始 ----- # Silkscreen Travel Poster — Style Prompt > Opaque, hard-edged flat inks pulled one colour at a time through a screen: 4–6 inks per poster, stepped colour bands instead of gradients, thin paper-white gaps where the registration slips. Information is revealed the way the print is made: one layer, one beat. > References (grammar only): > - **1930s–40s WPA national-park screen prints**: 4–6 flat inks, lit and shade faces, stepped-band skies, a dark information band, concentric sun rings. > - **Fifty-Nine Parks (contemporary)**: restraint, paper as a colour, a series on one template with a new palette per poster. > - **The physical process**: hinged screen, squeegee pushing an ink bead across mesh, split-fountain pulls, drag streaks, pinholes, off-register slivers. > > Never copy a real poster's composition, park name, lettering or logo, and never name a real agency. A **scene style**: it does a practical job (a guide, an event poster, a destination series) for any place, event or product with a few facts. See §11 for the jobs. ## 1. Essence, and what it is not A poster being **printed on camera**. Every colour is an opaque ink laid by its own pull; later ink covers earlier ink completely. No halftone, no fluorescent ink, no line work: a shape's edge is where one flat ink stops. **Gradients are forbidden**: skies and haze are **stepped bands** (a flat colour, thinning stripes, the next colour). What makes it read as silkscreen and not as flat vector art: - **Registration**: every layer offset 1–3 px at 1080p; a knocked-out shape leaves a crescent of bare paper. - **Overprint edge**: a faint multiply ghost ~2 u off under each ink, leaving a darker sliver where ink laps over ink. - **Ink thickness**: a light rim top-left, a dark rim bottom-right, fills only; fresh ink has a wet sheen that fades within a second. - **Paper**: cream stock with fibres; mottle and pinholes in paper colour, visible only on ink. Not risograph (translucent fluorescent overprint with halftone grain), not ukiyo-e (key-block line work with bokashi), not woodcut (carved line), not low-poly (3D facets). This style is opaque, line-free, flat and banded. ## 2. Materials & rendering - **One `Path2D` per ink layer**, filled in the current transform's units; knock-outs are holes in the path. Any shape can be printed. - **Pull reveal**: a ragged squeegee front as a clip (a ~30 u drag tail); blade, bead and a sliver of handle ride on it. - **Ink bead**: a round tube with lit half, dark underside, rolling glints and viscous strands; a split fountain puts several colours in one bead. - **Screen**: a hinged frame with mesh, emulsion and tape; its shadow is a ring (even-odd), never a full rectangle. - **Shapes**: ridges with a jagged lit facet, pines as one outline of drooping tiers, water as a flat body with glint bars. Hard edges everywhere. - **Poster template** (1000×1500 u): paper border, art area, a dark **info band** at the foot holding a name, a number, a rule and a row of stats; columns sized by content. - **Texture budget**: fine paper tile, mottle multiply ~55 %, pinholes ~75 %, light encode grain. More reads as risograph. ## 3. Colour logic - **One palette per poster, ≤ 6 inks**, assigned by role: light sky, deep sky / bands, far, mid, near (darkest; also the info band), and **one bright accent** (sun, route, highlights, key number). An optional lit-face ink. - **Values step from far (light) to near (dark)**; depth is value, never blur. - **The accent is rare**: the sun or light source, the one route or product, the most important number. - **Paper is a colour**: an unprinted area is the brightest thing on the sheet (water, snow, a beam of light). - **A series = one template, a new palette per item** (time of day, season, colourway, neighbourhood). Re-inking the same geometry in another palette is a statement. - **Text inks are chosen by contrast** against the ink underneath (WCAG), never by a fixed key; a night palette must not swallow a header. - Examples (sky1 → near, accent): dawn `#F6CD98 #EE9A73 #9A7FA8 #3E7079 #1E3B3F #FBE6B4`; harbour noon `#E8F0F2 #7FB3C8 #D9C7A3 #2F6E8E #173247 #E8553D`; winter `#EEF1F4 #B8C9D9 #8B9BB0 #4A5D78 #1F2A3C #F2B134`. ## 4. Type & subtitles - **Condensed display** for names and values (e.g. Big Shoulders Display, League Gothic), auto-fit; a geometric sans for letter-spaced labels (e.g. Outfit 600). - Headers are **printed into the sky**, tracked out; the info band is printed last. - **The poster text is the subtitle.** No narration is needed; if there is a voice, subtitles are a printed strip (a band pull), never a floating caption. - **Reading rule**: each text stays ≥ chars/12 + 1 s (min 1.5 s) after its **last** item lands, and ≥ max(1.8 s, speech + 0.6 s) with a voice. Compute it from the content, round up to the beat. - On a wall shot, labels stay ≥ ~18 px and values ≥ ~30 px at 1080p; close-ups on a band keep the whole band in frame with ≥ 5 % side margins. ## 5. Motion quality - **Pulls are linear and steady** (a squeegee does not ease). Accent inks start half a beat after the main ink of their layer. - **Info items** print left to right on subdivisions of the beat. **There is no fade anywhere.** - **Screen lift**: the frame hinges up (vertical squash + growing shadow) in ~0.4 s. - **Palette re-ink**: a wide squeegee travels diagonally over the sheet in ~0.35 s; geometry identical on both sides of the blade, only the inks change. Show only the blade, bead and a sliver of handle. - **Loose layers**: in a multi-plane move, planes parallax by depth with paper gaps and thickness shadows, then **snap into register** on one hit. ## 6. Camera grammar A vocabulary, not a route. Opening and ending come from the topic. | Move | Expresses | Can serve | |---|---|---| | Truck with the squeegee, slight roll, frame edge in view | the act of printing; colour arriving | a hook; a split-fountain sky | | Locked top-down full sheet | layers stacking into a picture | watching a poster build; a comparison | | Fast pull-back as the screen lifts | the reveal of a finished layer | a scene complete; a title | | Push + tilt to the info band | reading | facts; a date; a price | | Truck through a foreground silhouette (tree, lamp post, sail) in screen space | passing into the next poster | poster-to-poster transitions | | Crane through loose planes (multi-plane parallax) | depth, a journey inside the print | a route; a climb; a street | | Slow lateral dolly along a row of prints | a set, a range | a series wall; colourways | | Push into the mesh until the weave shows | the craft, the grain of the medium | an intimate beat; a detail | | Log-zoom pull-back to the wall or window | the poster in the world | a final lockup (hold ≥ 3 s) | Close-ups on a sheet keep its edge in frame; a squeegee across a close-up is tilted with the handle hidden, so it doesn't split the frame. Layers change by squeegee, posters through foreground silhouettes or a table move. No dissolves, no bare cuts. ## 7. Sound palette - **Acoustic, hand-played instruments**: strummed guitar, slide guitar, harmonica, upright bass, cajon or brushes, banjo, fiddle, accordion, harmonium, ukulele. Choose the family from the place: folk, surf, bossa or brass band all fit. - **One pull, one hit**: each ink lands on a musical event (a strum, a hit, a chord change); accelerate by subdividing, not by changing tempo. A registration snap is a loud downbeat. - **Foley by material**: squeegee on mesh (band-passed noise with a ~220–280 Hz mesh grain; faster = brighter), wet ink squelch, screen clack and hinge creak, paper stamps, ticks for dashed routes, paper hiss, a wood-and-metal clamp, drying-rack clips. - **Ambience from inside the print**: a finished scene may "wake up" (surf, street, crowd), J-cut in and L-cut out. Room tone under the table. - **Silence as a tool**: the music drops out for a beat before the key facts; what remains is one ambience, and the first sound after is a decisive gesture (a clamp, a long slide up). - Music ducks a few dB under foley. −14 LUFS. ## 8. Native moves Each serves information order. A menu: use the ones your film needs. - **One ink, one beat.** Facts print last, when they are read. *Fits content like:* museum hours; a ferry timetable; tasting notes. - **Split fountain.** Several inks in one pull fill the frame with colour. *Fits content like:* a festival's night sky; a sunset beach bar; a rainbow of colourways. - **Palette re-ink.** Same poster, another palette = time passing, a season, a variant. *Fits content like:* summer vs winter hours; three jacket colourways; day and night at a market. - **Registration slip → snap.** Loose layers clamp into register with one hit, before the key facts. *Fits content like:* the date of a race; a launch price; a ticket sale opening. - **Paper as a colour.** The unprinted sheet is the brightest element. *Fits content like:* a ski slope; a lighthouse beam; fresh snow on a roof. - **The route as a printed layer.** A dashed accent line stamped segment by segment. *Fits content like:* a bus line; a marathon course; a delivery path. - **The series wall.** Every print ends up hung together as the final lockup. *Fits content like:* a city's four districts; a band's tour dates; a product family. ## 9. Pitfalls of the medium - Stroke edge effects draw internal lines on unioned paths → fills only (fill, then fill shifted inside a clip). - A full-rectangle screen shadow muddies the print → ring shadow. - Cool shadow facets next to water read as water → shadows in the near ink. - Jagged ink beads read as paper edges → a round bead. - Parallax alone reads as "the mountains are moving" → paper gaps and thickness while loose, snapped to zero with a sound. - Silhouette wipes hold a dark blank → centre on the switch so full cover lasts ~1 frame. - Very wide banners are slivers in 16:9 → about 4:1. - Random coloured dots on the table read as confetti → a real workbench (planks, grain, muted stains, tape). - Too many items at honest reading times overrun the length → print items side by side in the same pulls, or let secondary ones be read on the final wall. ## 10. Engine `demo/engine/silk.js` prints **any shape** in this style from a `Path2D`: `makeTextures`, `paperSheet`, `ink(ctx, {path, knock, paint}, {color, reg, clip, sheen, trap})`, `wipeRegion`/`wipeFront` (ragged pull), `squeegee` (blade, beads, split fountain), `screenFrame`, `inkFinish`, `bandSteps` (the gradient substitute), shape helpers. `demo/engine/poster.js` (template, banner, `pickInk` contrast), `demo/engine/scenes.js` (planes you can reorder or extend), `demo/film.js` (timeline and shots). API table and a minimal example that prints a new shape: [DEMO.md](DEMO.md#engine-reference). ## 11. Variation space You decide the subject, the scenes and their planes, the palettes within the colour logic, the number of posters, the camera path, the opening, the ending, the instrument family and the length. Use cases are **grammar for the order and duration of information**; build your own timeline from the user's facts. | Use case | Information order (print order) | Hold per layer | Length | |---|---|---|---| | **Trail / attraction guide** | place → per item: scene → name → difficulty → distance → time → footer | title ~3 s; name ≥ chars/12 + 1 s; stat row ≥ 2.2–3 s after its last item | 30–40 s, 3 items | | **Event / festival poster** | scene pulls → headline → date → venue → call to action | headline 2.5 s, date + venue 3 s, final 3 s | 15–20 s | | **Destination series** | one template, a palette per place: name → one fact → series wall | 2.5 s per poster + 4 s wall | 20–30 s | | **Product drop** | layers around a flat product silhouette → name → colourway ×3 (re-ink) → price / date | 1.8 s per colourway | 12–18 s | | **Seasonal / hours notice** | one poster re-inked per season → season + hours | 2 s per swap | 10–15 s | All far from our demo: - Structures: **one poster, many runs** (re-inked for each of four nights, the line-up changing in the band); **a street walk** (one multi-plane truck down a street, each shop sign printed as we pass); **a misprint story** (registration drifts until the last pull lands true on the date). - Openings: **the empty screen** (light through a blank mesh, a stencil being exposed); **the accent first** (a lone product in the bright ink on bare paper); **the finished wall at night**, then back to the table. - Endings: **the drying rack** (prints clipped in a row, swaying); **the poster in use** (pasted on a bus shelter, rain starting); **the last pull is paper** (the squeegee runs dry, leaving a white silhouette). Swapping `demo/content.json` and rebuilding is a technical check that the engine re-flows, not a way to make a film. --- How our demo was made (story, shots, score, end card, build, content fields): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0015 完整原文结束 ----- ================================================================ 【P0016】复古半调案卷 分类:风格模板 / 印刷与版画 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/halftone-dossier/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:12330 说明:橘猫胖橘被立案审查:测试重力、凌晨跑酷,最后无罪释放。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0016 完整原文开始 ----- # Halftone Dossier — Style Prompt > A retro print case file: cream archive paper, overprinted halftone dots in a few flat inks, huge heavy headlines with misregistered shadows, rubber stamps that slam, and thick-outlined characters. The film is a file that is read out one exhibit at a time. > References (grammar only, never copy): Ben-Day-dot pop-art printing (Roy Lichtenstein era comics) for dot density as shading; riso/offset overprint zines for multiply layers and misregistration; police mugshot height charts and case-file folders for the framing device; Japanese variety-show telop captions for the keyword-highlight caption bar. ## 1. Essence, and what it is not - **The whole film is paper.** A warm cream sheet with low-frequency mottling, fine grain, a vignette and a fold; dark scenes are printed on it too, never glowing. - **Shading is never a gradient**: it is halftone dots whose size follows a density field. Two or three dot layers at different screen angles overprint (multiply); that is the "printed" feel. - **Bureaucratic apparatus**: case numbers, file chips, numbered exhibits, height charts, name plates, stamps. Their seriousness is the frame; the subject can be grave or trivial. - **Loud but readable**: one idea per 2–4 s card, one big headline, one visual gag or exhibit, one caption line. Not Risograph (no grainy two-ink riso texture as the whole look, no zine collage), not Swiss motion (no grid-driven kinetic type on white), not Game Show Flat (no candy sets, no rhythm-game rounds). Dots, paper and stamps must be visible in every frame. ## 2. Materials & rendering - **Paper layer** (canvas, multiply over everything, built once): an upscaled random tile for mottling, per-pixel noise with a slight warm bias, a radial vignette, a faint centre fold. - **Grain layer** (per frame): a few hundred paper-coloured specks and fewer ink specks, reseeded every 2 frames: dust on the print, not film grain. - **Halftone**: a rotated grid of circles drawn as one path; step 20–26 px; screen angle different per layer; radius = density × step × k with k 0.6–0.72 (around 0.7 dots merge into solid ink). Density fields: radial (halos, blooms, corner glows), edge (dots crowding the frame border), linear ramps ("lit from above"). The second layer is multiplied so inks overprint. - **Halftone-filled numerals and shapes**: a flat fill overprinted with a darker halftone clipped to the glyph; giant numerals may bleed off the frame. - **Line boil**: turbulence displacement (small, ~5 px) reseeded ~10×/s plus a fine ink-grain mask that eats a little of every fill. Characters and hand-drawn props only; **never** on text, halftone, HUD or captions. - **Characters**: chunky shapes with a heavy ink outline (~7 px), flat fills, a lighter belly or face area, glossy eyes (ink ellipse + two highlights) that can squint, blink or close into a happy arc. One head rig shared by all body poses. - **Stamps**: a double rounded rectangle and bold text through a coarse ink-grain + displacement filter so edges are rough and the ink mottled; ~93 % opacity, tilted ±10°. - **Props**: starbursts, speech bubbles, confetti, radial rays, sticky notes, folders, clocks: all flat fill + ink outline. ## 3. Colour logic - **A paper ground, one dark ink, and four or five flat spot inks.** The dark ink (navy, black-brown or deep green) carries every outline, body text and the caption bar, and is the fade-out colour. - One ink is the **overprint shadow** colour (misregistration offsets, caption shadows); one is the **highlight** for keywords and numerals; one warm red is reserved for stamps and alarms. - Flat inks only. No gradients, no transparency ramps; tone comes from dot size and overprint. - **Night or "secret" scenes** switch to a dark ink ground with a lighter dot layer of the same family, still multiplied by the paper. - Characters may own one or two local colours (fur, clothing) that appear nowhere else. - Example palettes: cream / navy / cobalt / hot pink / yellow / red; manila / sepia-black / teal / mustard / vermilion; off-white / forest green / tomato / sky / ochre. ## 4. Type & subtitles - **Headlines**: a black-weight serif (e.g. Noto Serif SC 900 for CJK; a black slab for Latin), 100–230 px, left-aligned near the margin, with a **misregistration shadow** (+8/+8 px in the overprint ink, multiplied). - **Display / numerals**: a fat rounded display face (e.g. Bagel Fat One) for names, big numbers, times. - **Interjections**: a playful hand face (e.g. ZCOOL KuaiLe), paper fill with a thick ink stroke and an offset shadow. - **Data / HUD**: a heavy monospace (e.g. JetBrains Mono 800) for case numbers, dates, rulers, file names. - **Captions and stamps**: a black-weight sans. - **Cards are the subtitles.** A headline per beat, plus a **caption bar**: a dark-ink rounded pill with an overprint-ink offset shadow, paper-coloured text, the **keyword in the highlight ink**. It pops in after the headline and holds ≥ max(1.8 s, speech + 0.6 s). With narration, the caption bar carries the spoken line. - **HUD**: case number and a chapter chip top-left, a status (REC dot, date) top-right; colours invert on dark scenes. - Latin runs 2–3× longer than CJK: smaller headlines, 1–2-word stamps (GUILTY, CLOSED), a tighter per-character stagger. ## 5. Motion quality - 30 fps transforms; **line boil at ~10 fps** on characters, so the drawing breathes while positions stay smooth. - **Everything enters with overshoot** (back ease, 0.3–0.45 s): rising from below the frame or scaling from 0. Nothing fades in. - **Per-character pop** for headlines: each glyph drops 30–100 px and squashes in, stagger 0.05–0.08 s (0.02 s for small text). - **Stamp slam**: ~0.09 s from ~2.6× to 1× (ease-in), then a small damped bounce; camera shake, flash and stamp sound on the same frame. - **Squash landings** preserve volume (`scale(1/sq, sq)` with a damped cosine). - **Idle life**: breathing, tail or hair sway, blinks at scripted times, twinkles, a blinking REC dot or clock colon. - **Dot wipe transitions**: a coarse grid of circles grows to full cover and shrinks back (~0.44 s) with a diagonal delay; the scene switches while covered. Each cut may take its own wipe colour. A hard cut is the contrast tool, on a big hit. ## 6. Camera grammar A 2D camera group over a flat, frontal page. A vocabulary, not a route. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Locked frontal with a small beat pulse (~0.6 %) | the page as a poster, grooving | a title; a list; an accusation | | Slow push-in (1 → 1.05–1.08) | scrutiny, rising tension | a profile; a summary before a verdict | | Shake with quadratic decay (5–26 px) | impact | a stamp; a crash; a landing | | Flash frames (white overlay ≤ 0.95 → 0, capped at 0.5 for big hits) | being photographed, a revelation | a mugshot; a verdict; evidence found | | Pan across a pinned board | connection between exhibits | a timeline; suspects; a chain of events | | Snap zoom into a halftone detail until dots are huge | "look closer" | a fingerprint; a signature; a number | | Page turn / folder slide | next file, next chapter | a second case; a flashback | | Pull back to reveal the whole desk | the file is one among many | scale; "this happens every day" | Compose like a printed page: headline top-left, subject right-centre, caption bar bottom-centre, HUD in the corners. Transitions: dot wipe or hard cut; no dissolves. ## 7. Sound palette - **Synth pop-print toolkit**: synth kick, snare, clap, hat; a square-ish 8th-note bass; triangle pad; a **marimba-like pluck** (fundamental + ~4× partial) for melody; pizzicato and finger snaps for sneaking; music-box bell for tenderness. - **Foley follows the print and the gag**: stamp = pitch-dropping boom + click (a crackle for big ones), camera shutter, paper slides and folder flaps, typewriter or keyboard clicks, whooshes into wipes, pops on every glyph, boings and plops for characters, glass or ceramic for breakables, synthesized animal or creature voices (formant sweeps). - **Silence before the stamp**: empty the music just before a verdict so the stamp lands alone. Other options: a snare roll + rising sweep into a reveal; stripping to bass and snaps for a secret scene; a bell arpeggio as a tag; a single sustained pad under a sad exhibit. - **Voice** is optional; cards carry the film. If narrated: a dry, deadpan report voice, never breathless. - **Mix**: SFX ahead of the music on impacts, soft-clip master, −14 LUFS, true peak ≤ −1 dB. ## 8. Native moves A menu: use the ones your story needs. - **The accusation frame.** A topic becomes "the case of X": list its counts. *Fits content like:* a cognitive bias on trial; a city's traffic problem; a plant that won't stop growing. - **Numbered exhibits.** Each beat gets a giant halftone numeral behind it. *Fits content like:* five causes of a blackout; three clauses of a contract; the stages of a recall. - **The stamp.** A verdict is a physical slam. *Fits content like:* APPROVED on a grant; EXPIRED on a policy; VERIFIED on a rumour check. - **The mugshot.** Frontal subject, height chart, name plate, flash. *Fits content like:* a new species; a product teardown; the "suspect" in a bug report. - **Evidence board.** Exhibits pinned and linked with string, then shaken. *Fits content like:* a supply chain; a family tree; a heist's timeline. - **Dot density = emotion.** Dots swell into a halo, crowd the edges for tension, bloom radially for joy. *Fits content like:* a record broken; a deadline closing in; a reunion. - **Redaction.** Black bars print over words and lift one by one. *Fits content like:* a leaked memo; a surprise party plan; spoilers. ## 9. Pitfalls of the medium - **Fonts not loaded before layout** → per-character positions computed with a fallback font, glyphs overlap. Preload every family against the whole page source and the built text; runtime strings must use only characters that appear in the file. Use `font-display: block`. - **Boil on text or dots** turns them to mush → filter only characters and props. - **Clip-path ids are global** → every clipped numeral needs a unique id. - **Time-windowed scenes** → an element invisible before its cue needs explicit opacity 0 for `t < t0`. - **A dot wipe short of full coverage** at the cut shows the hard switch; make the max radius cover the grid cell's diagonal. - **A 100 % white flash** reads as a dropped frame → cap at ~0.5. - **Dots too small** (< ~14 px step at 1080p) alias into moiré after encoding. - **Too many inks** lose the print feel → at most five plus paper. ## 10. Engine Everything lives in `demo/index.html`: helpers (`el`, `txt`, `tf`, `seg`, easings, `measure`), per-character text (`chars` + `charsPop`), **halftone** (`halftone()` with `radial`/`edge` density fields), `caption()` bar, **stamp** (`stampEl` + `stampAnim`), a mascot rig with a `setFace` interface, `scene(t0, t1, build)`, HUD chips, dot wipe (`WIPES`), paper + grain (`buildPaper`, `drawFx`), `render(t)`. `demo/render.mjs` renders stills and video; `demo/music.py` synthesizes score and SFX. Line ranges and a minimal scene: [DEMO.md](DEMO.md#engine-reference). ## 11. Variation space You decide what the file is about, its counts or exhibits, the characters (or none), the inks within the colour logic, the tone (farce or grave), the opening, the ending and the length (30 s for three exhibits, ~60 s for five). All far from our demo: - Structures: **a declassified report** whose pages are unredacted one by one until the real story shows; **a missing-person file** that works backwards from the last sighting; **an insurance claim** where each exhibit contradicts the claimant's statement. - Openings: **the evidence bag** (one object on a dark ink ground, the file assembles around it); **a fingerprint** in huge dots that resolves into a face as we pull back; **the phone call** (a caption bar alone on paper, the file drops in after). - Endings: **the file goes into a drawer** full of identical files; **a redacted final page** (the answer stays blacked out); **the stamp misses** (it lands on the table, the subject walks free out of frame). --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0016 完整原文结束 ----- ================================================================ 【P0017】木刻版画 分类:风格模板 / 印刷与版画 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/woodcut/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:12127 说明:村子用一整个冬天铸一口钟,钟声第一次响起,雪停了。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0017 完整原文开始 ----- # Woodcut Print — Style Prompt > A relief print that carves itself: every frame is a black wood block, and light only exists where a knife has cut it away. One colour at most, and only for the thing that burns. > References (grammar only): Frans Masereel *Passionate Journey* (1919) and Lynd Ward *Gods' Man* (1929), wordless woodcut novels told as a sequence of self-contained plates; Käthe Kollwitz's woodcuts, where emotion lives in the direction of the gouge; Gustave Doré's engraving, where line spacing and direction build light and volume. Never copy their plates, figures, borders or titles. ## 1. Essence, and what it is not Each shot is **one printed plate**: black ink on laid paper, framed by a paper margin. It follows three rules of real relief printing: 1. **Black is the wood, white is what the knife removed.** Light is *carved*: a bright area is many wide cuts, a dark area untouched wood. 2. **Pictures appear by being carved.** Nothing fades in: cuts grow stroke by stroke along the form, coarse gouges first, fine lines after. 3. **The block is a mirror.** Letters read backwards until the paper is pulled; that reversal is the style's own transition. Not copperplate engraving (no swelling burin lines on white, no crosshatch built up from white ground), not linocut poster art (no flat colour areas), not a black-and-white photo run through a threshold filter (the cuts must follow the form). ## 2. Materials & rendering - **Print frame**: the printed image area sits inside a paper margin; the wider bottom margin holds captions. The image edge is the block edge: ragged ink, never a clean rectangle. - **Knife classes** (widths in 1080p pixels at 1× camera): | Tool | Width | Use | |---|---|---| | Knife `k` | 1.2–2 | contours, the white outline that separates a black figure from a black ground | | V-gouge `v` | 2–8 | hatching, hair, beard, fine light | | U-gouge `u` | 10–22 | rays, sky sweeps, the first rough-out | | Stab `stab` | r 3–8 | snow, sparks, flecks of loam, wood chips | - **Hatching (Doré grammar in wood)**: line **direction follows form** (a round object is wrapped in arcs, slopes follow the fall line, fire and light radiate, cloth follows its folds). **Width follows tone**: bright = wide cuts almost merging into white, mid-tone = thin cuts, dark = no cuts. Far = dense and fine, near = sparse and coarse. Every line is a separate cut (30–160 px, blunt entry, tapered exit, chipped edge), never a continuous machine line. - **Figures**: black silhouette + white knife halo + grazing-light hatching on the lit edge only (light z ≈ 0.2, so flat areas stay black). **Skin carved white, features left black** (the wordless-novel rule). - **Close-ups (hands, objects)**: sculpt a small height field (capsules, blobs, planks, creases), light it and run it through `woodcutFilter` (§10), so cuts follow the isophotes like an engraver's. - **Printing**: the mask (white = cut) goes through a WebGL2 compositor: knife burr on edges, ±6 % ink unevenness, wood-grain streaks, specks where ink didn't take, a mottled colour plate with a small fixed misregistration. Block mode: glossy inked wood with grain sheen, pale wood in the grooves. ## 3. Colour logic - Two values carry everything: near-black ink and warm laid-paper white. The raw wood colour appears only in shots that show the block itself. - **At most one colour plate**, printed only where white has been carved, so it glows out of the cuts and never sits on the black. A colour plate over ink is nearly invisible, so plan it on carved white. - The colour is reserved for the one thing that matters (a flame, molten metal, a heart, a signal lamp). It can spread at a peak and shrink to a single highlight afterwards; it is never decoration. - Examples of a plate: a burnt copper-orange for heat; a cold Prussian blue for water or night; a deep oxblood for a wound or a seal. Choose it from the topic. ## 4. Type & subtitles - **Captions are letterpress in the paper margin**, below the plate, like a plate caption in a woodcut novel. They never cover the image. A letterpress old-style face (IM Fell English, OFL) around 40–44 px, in ink, pushed through the same print shader. The ink comes up in 0.1 s with no slide and fades over 0.15 s. Hold ≥ max(1.8 s, speech + 0.6 s). - **Titles are carved, not typed**: cut into the block (IM Fell English SC), mirrored if the block is shown before the print is pulled. - Any closing text is a fresh print: letterpress in the margin or carved out of a black panel. ## 5. Motion quality - **Characters on twos (12 fps)**; camera, particles, fire and light on ones (24 fps). Hatching lives in each body part's local space, so cuts move with the limb and don't boil; only fire and liquids re-cut every 2 frames, as deliberate boil. - **Anticipation / action / follow-through** on every key action: a few frames back → a 2-frame strike → settle + a short shake. - **Carve reveal**: each stroke has its own start time and speed (0.08–0.35 s). Reveal keys: `light` (bright areas first, coarse to fine), `radial` (from a point: rays, a pour), `down`, or any function. - **Hard cut = a new impression**: two frames of misregistration (a few pixels, then back). - **Paper transition** (the one transition grammar): brayer rolls ink (a wet highlight sweeps) → paper lays down → baren spirals, the image soaks through → the sheet peels on a cylinder toward camera, heavy then fast, its back showing the mirrored show-through. - What never moves: the paper margin. ## 6. Camera grammar The camera moves over the paper; the margin stays fixed. The knife tip, or the brightest cut, is the focus. | Move | What it expresses | Can serve | |---|---|---| | Track with the knife tip | Making; the line is the story | a first mark; a route drawn on a map; a signature | | Continuous pull-back as cuts spread | A line becomes a world; scale | a city from one street; a family tree; a reach of sound or news | | Locked plate | A page of a wordless novel; reading time | a decision; a portrait; the aftermath | | Slow macro push on a sculpted close-up | Patience, touch, labour | hands at work; a tool; a letter being read | | Snap zoom and hold | Shock; the detail that breaks | a crack; a wrong number; a face turning | | Frame in a frame (door, window, arch) | Distance, exclusion, waiting | a crowd outside; a sickroom; a border | | Hard cuts on the beat, each a new impression | Accumulation, a series of prints | offerings; days passing; a list of names | | Crane up from a detail to the whole | Consequence | a flood reaching a village; a light reaching faces | | Rack between two plates via the peel | One state printed over another | before/after; a promise kept; generations | Opening and ending come from the topic. Framing: black masses on carved white or white on uncut black, never grey on grey; text only in the margin. Transitions: hard cut (new impression) or the peel; never a dissolve. ## 7. Sound palette - **Instruments**: low strings (contrabass, cellos; spiccato, pizzicato), wood and skin (log drum, woodblock, frame drum), gran cassa, timpani, one tam-tam, synthesised struck metal (modal: 3–5 inharmonic partials + hammer transient); a bowed saw or hurdy-gurdy drone for a folk colour. - **Options**: withhold the timbre of the story's object until it appears; a metric modulation instead of a tempo jump; a modal shift inside a long decay; one drone under a locked plate. - **Foley follows the material**, all synthesisable: knife into wood (transient + band-passed fibre tearing tied to knife speed), chips, brayer tack, paper air, baren rasp, the wet peel; metals by size (large = low, small = high and pure); resonant objects as modal models plus echoes for distance. - **Silence is a tool**: near-silence with one faint ambience, or true digital silence before the loudest moment; the first sound after it is chosen. - **J/L cuts** carry sound across plates and peels. - **Mix**: music ducks ~8 dB under voice and a little under key foley; **foley ducks too** under voice. Pan hard transients off centre. −14 LUFS. - **Voice**: few lines, low and plain, like captions spoken; the plates tell the rest. ## 8. Native moves A menu: use the ones your story needs. - **Light is carved.** A burst of radial cuts from a point. *Fits content like:* a power grid switched on; a scientific insight; a lighthouse restored. - **Carving = time.** Patient work on screen, cut by cut. *Fits content like:* a year of training; a building rising; a craft apprenticeship. - **Mirrored block → true print.** A backwards word reads true when the sheet is pulled. *Fits content like:* a vote result; a name cleared; a misunderstanding put right. - **Stab cuts as texture.** White dots can freeze mid-air or be inked back in until the black is clean. *Fits content like:* stars going out over a city; rain stopping; a disease receding on a map. - **The one colour plate spreads and withdraws.** *Fits content like:* a blood donation; a sunrise over a harvest; a single lit window in a blackout. - **Filter a sculpt or a frame** into form-following cuts. *Fits content like:* a portrait of a real person drawn from a photo; a machine part; an archive image re-cut. - **Wordless-novel sequencing.** Self-contained plates, few or no lines; a gap can be silent. *Fits content like:* a migration; a strike; a life in seven plates. ## 9. Pitfalls of the medium - **White marks on white areas are invisible** → stab cuts need dark masses behind them. - **Hatching every surface looks like fur or rain** → grazing light; 3–6 cuts on the lit edge only. - **Black faces with white cuts don't read small** → skin white, features black, a black keep-line around white parts. - **Hand-drawn close-up props look like mittens and blobs** → height field + `woodcutFilter`. - **Short hatch segments with a tonal wobble turn into zig-zag chevrons** → long cuts (14–50 × spacing), one broad highlight band, a thin rim light, a stronger halo. - **Steam or smoke on top of the subject reads as flames** → draw it behind, so only wisps escape. - **Lazily cached strokes shared between shots** make frames depend on the render worker → every cache builds itself on first use. - **Fine hatching + ink noise + grain inflate the file** → a higher CRF with `-tune grain`; check a 1:1 crop. `woodcutFilter` NaN in flat areas → clamp before `sqrt`. ## 10. Engine `demo/engine/index.js` (imports only `/core/lib.js`) carves and prints **any path or shape**, on two canvases: a **mask** (black = uncut, white = cut) and an optional **colour plate**. Main functions: `shape` (carved solid with halo and form-following hatching), `cutAlong` (a path as hand-cut strokes), `hatch` (streamline hatching of a region), `flecks` (stab cuts), `rays` (carved light), `drawStrokes`, `plate`, `woodcutFilter` (image or frame → cuts), `makePrinter(W,H).render` (print / block compositor). Reusable demo pieces: `demo/trans.js` (paper peel), `demo/hands.js` (height-field sculpts). Option table, a minimal example and the filter recipe: [DEMO.md](DEMO.md#engine-reference). ## 11. Variation space You decide the story, characters (or none), plates, opening, ending, camera path, pacing and what the one colour is for. All far from our demo: - Structures: **a book of hours** (seven locked plates, one per hour, no moves inside a plate); **the same block recut** (carved deeper each scene, the image changing as wood goes); **two blocks printed in turn** (two places alternate impressions until one sheet carries both). - Openings: **the finished print on a wall** (then back into the block to see it cut); **white paper** (an inked block pressed onto it: the first image arrives whole); **wood grain** that becomes water or a field as the first cuts follow it. - Endings: **the block cleaned** (ink washed off, pale carved wood remains); **a stack of prints** (rising over many sheets of one plate); **an uncarved corner** (holding on black wood the knife never reached). --- How our demo was made (story, shots, score, end card, build, engine reference): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0017 完整原文结束 ----- ================================================================ 【P0018】铜版画 分类:风格模板 / 印刷与版画 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/engraving/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:12199 说明:一张博物志图版自己刻出来:雕刀推开铜版,蜜蜂一线线成形,最后手工水彩上色。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0018 完整原文开始 ----- # Copperplate Engraving — Style Prompt > An intaglio plate that engraves itself: a burin cuts swelling lines into copper, a proof is pulled, and the figure builds up — outline, hatching, cross-hatching — until engraved lettering, magnified details and a hand-laid wash make a finished plate. > References (grammar only): 19th-century natural-history plates — Haeckel, Audubon, Westwood, the *Britannica* copperplates (centred subject, numbered roundels, roman title over an italic name, "del." / "sculp." credits, the plate mark); Hogarth and Doré for the burin line (hatching that follows the form, crossing only in half-tones); hand-coloured plates for washes laid after printing. Never copy a plate, pose, border or title. ## 1. Essence, and what it is not An **intaglio print**: the line is ink held in a groove a burin cut into copper. Three rules: 1. **Tone is made of lines, never of fills.** Light is bare paper; half-tone is one family of parallel lines; shadow a second family crossing it; the deepest dark a third, lozenge-making family. No grey fill anywhere in the ink. 2. **Every line swells and tapers.** The burin enters fine, bites deeper mid-run and lifts out to a point. Lines thicken where the form turns from the light and vanish where it faces it; contours are cut in several runs and thin where runs hand over. A uniform-width line reads as a pen or vector drawing — never. 3. **Colour comes afterwards, by hand**: transparent watercolour laid flat region by region over the finished black print, spilling past the lines, pooling at its edges, ink always on top. A film may stay monochrome long; colour arriving is an event. Not a woodcut (black block, white gouges — `woodcut`), not a pen sketch (loose broken lines — `urban-sketch`), not an engineering drawing (`blueprint`), not a sepia filter. ## 2. Materials & rendering - **The sheet is the world**: 1920×1080 world units of laid paper (cream, ~`#f1e8d2`) with world-space texture (fibres, laid lines, sparse foxing) that zooms with the camera; a pressed, bevelled **plate mark** and a ruled border (rule + hairline) frame it. - **Ink** is one warm near-black (~`#1c1510`). Width ratios: outlines heaviest (swelling ×0.45–1.35), first hatching from a hair (~0.18 px) to ~2 px, crossing ~0.8×, third family ~0.6×, hair and stipple finest. Spacing is **relative to the figure** (~1/180 of its height, a little wider per later family) so small figures never go grey. - **Swell law** for every hatch line: width × (0.2 + 0.8·sin(πu)^0.7), tapered over its first and last ~22 %. Families switch on by tone thresholds (~0.14, ~0.5, ~0.75 on a 0–1 tone). - **One light direction** for the whole film (upper left by convention); heavier outlines away from it; tone fields come from the shape (pillow lighting, analytic spheres and cylinders), never from texture. **Occlusion** is geometric: lines stop at the shapes in front. - **Roundels**: double-ruled circle, ruled-machine ground with a white halo round the subject, content authored at a large radius and scaled in. **Leaders**: hairlines from a dot on the part to the rim, routed with clearance, a small italic figure number at the root. - **Hand colouring** multiplies over paper and under ink: a few px of spill, slight misregister, tide-line at the wet edge, low-frequency density lift, occasional backruns, granulation; each region blooms from where the brush touched. - **Copper** (when shown): polished warm metal, polishing hairlines, a soft reflected window; grooves = dark trough + bright burr toward the light. The **burin** (lozenge steel shaft, bevelled face, mushroom handle) is held low and turned ≤ 15° off the line so the fresh groove shows; **swarf** is a narrowing ribbon curling ahead of the point, one edge lit. ## 3. Colour logic - The print is two values, paper and ink; all tone is line density. - Colour is **transparent wash only**, in muted earth and mineral pigments, one stronger pigment at most. Never opaque, never on lettering, rules or paper outside the figure. - Reserve it: the whole subject at one moment, or only the part that matters — or none. - Example wash sets: an amber insect with blue-grey wings; a map with a sea-green coastal band on buff land; one madder-rose organ on an otherwise black anatomy plate. ## 4. Type & subtitles - Lettering belongs to the plate: **roman capitals** (Bodoni Moda; title ~44–56 px, wide tracking; labels ~15–19 px), **italics** for scientific names (~20–24 px), **script** (Pinyon Script) for notes, fixed size, balanced over two lines, never shrunk. - Roman letters are **cut glyph by glyph**; script is **written** in one left-to-right stroke. Nothing fades in. - Subtitles: script on a deckled paper slip, bottom centre, ≤ 2 lines, never over a label. Hold ≥ max(1.8 s, speech + 0.6 s). An engraved note stays in frame chars ÷ 12 + 1 s from when it starts writing. ## 5. Motion quality - **Cutting order is the animation**: outline → first hatching sweeping across each form → crossing → darks, hair, stipple. Strokes run at constant burin speed, many at once (a few for outlines, dozens for hatching). - A long single stroke may be followed by the camera; start it partly cut so no frame is empty. Keep a full build to a few seconds. - Roundels fly on an eased arc with a small lift, growing log-linearly to size. Colour blooms from one point with a ragged front and a wet rim that dries; regions staggered. - Nothing fades or slides like UI: lines are cut, text cut or written, colour blooms, sheets are pressed, peeled or laid down. ## 6. Camera grammar The camera is a **loupe over a sheet**. A vocabulary, not a route. Opening and ending come from the topic. | Move | Expresses | Can serve | |---|---|---| | Loupe following the burin tip | One point of attention; making | a first mark; a signature | | Log-zoom pull-out | The line was part of something larger | scale reveal; context | | Push to a part, ride with its roundel | Where → what, in one take | an invisible detail; a mechanism | | Tilt/pan along the sheet at reading zoom | Labels in order | a parts list; a coastline | | Pull back while something flies | Everything placed in relation | acceleration; summary | | Locked frame, or a ≤ 2 % breathing push | The plate as document | reading time; colour moving | | Raking view across the copper | The groove as depth | the cost of craft | | Cut from mirrored copper to true proof | Reversal | a hidden truth; before/after | Framing: subject inside the plate mark, labels and roundels in the margins; order details so push-ins never crop a note early. Transitions from printmaking only (proof pulled, tissue guard laid over, region burnished out and re-cut, new sheet on the bed); no dissolves or wipes. ## 7. Sound palette - **Foley by material**: paper (peel crackle, slip tapped down, tissue rustle, sheet whoosh); press (roller rumble, thump); copper and steel (high band-passed burin hiss with chatter and faint plate ring, swarf pings, a tick on lift, circular scribe, burnishing rub); ink and water (pen scratch, ticks for cut letters, a water plip and wet brush swish). Hatching = micro-scratches denser each pass. - **Room**: a quiet workroom (faint clock), paper room once the print exists. - **Instruments** (choose): harpsichord, string quartet, solo cello or viola da gamba, lute, chamber organ, glass harmonica for a cold subject. Plucked and dry while lines are cut; bowed or sustained only when something soft arrives; tiny tings for a scribed ring, a low pluck on landing. - **Silence** is real: cut room tone too, keep at most one small sound. - **Mix**: melody an octave above the voice, music ~half under speech, −14 LUFS. Voice: a quiet curator or naturalist. ## 8. Native moves A menu: use the ones your story needs. - **The cut.** Burin mid-stroke, swarf rising, nothing else. *Fits:* the first line of a treaty; a watchmaker's scribe; a coast being charted. - **The three passes.** Form gains volume pass by pass. *Fits:* a building from its plan; a portrait emerging; a skill improving. - **Magnification roundel.** Ring scribed, burnished, re-cut larger, flown to a margin with a leader, label cut on landing. *Fits:* a gear in a clock; a pollen grain; a harbour inset on a chart. - **The proof.** Sheet peels off; mirrored copper becomes true paper. *Fits:* a secret out; a draft made final; a coin's die and strike. - **States of the plate.** A region burnished out and re-cut. *Fits:* a border redrawn; before/after; a design revision. - **Hand colouring.** Washes bloom after the print. *Fits:* one organ lit; a flag on a historical map; a ripening fruit. - **Natural size.** A tiny true-scale figure beside the engraving. *Fits:* a seed by its tree; a chip by its circuit; a stamp by its enlargement. - **The finished plate.** Every label and credit, locked. *Fits:* a museum label; a frontispiece; a certificate. ## 9. Pitfalls of the medium - Uniform width reads as pen → swell hatches, pinch contours between runs (`hatch({swell})`, `outline({run, pinch})`), keep wMin hair-fine. - Overlaps without occlusion → pass occluders as `excl` (subtracted ring by ring; even-odd would cancel overlaps). - Outline-only parts beside a hatched body → hatch along each part's axis, a dark at every joint. - Burin along the cut hides the groove; big skew looks like poking → ≤ 15°. Regular swarf helix reads as a spring → vary winding, twist, light one edge. - Reflections over grooves wash them out → copper light first. Roundels authored small freeze sub-pixel → author large, scale in. Leaders hugging the subject read as crossing it → clearance. - A long early stroke never draws → the ink's early exit must look ahead by the longest stroke. - A push-in cropping a fresh note breaks the reading rule → put consecutive details on one side. - Scientific names: TTS may manage, ASR won't → give the checker a plain spelling. ## 10. Engine `demo/engine/`: `burin.js` (`B.Ink` ordered stroke store + `schedule`, `B.hatch`, `B.engraveTone`, `B.contourHatch`, `B.outline`/`B.stroke`, `B.stipple`, `B.fur`, tone fields), `plate.js` (`drawSheet`, `engraveText`, `writeScript`, `roundelFrame`), `wash.js` (`Wash`), `copper.js` (copper, burin, swarf), `index.js` (`engraveShape(svgPath, {at, light, spacing, style})`: any SVG shape → engraved figure). `demo/example/index.html` engraves and colours a four-pointed spark in ~20 lines; code and function table in DEMO.md "Engine reference". ## 11. Variation space You decide subject, details, order, opening, ending, camera path, colour, pacing and music. Use cases are **grammar for the order and duration of information**; build your own timeline from the user's facts. | Use case | Information order | Hold per layer | Length | |---|---|---|---| | **Museum label / case screen** | title + scientific name → detail + term + note (×N) → where to see it | title ≥ 2.2 s; note ≥ chars/12 + 1 s; final ≥ 4 s | 30–40 s | | **"One minute on …"** | question → name → 2–3 facts → one number → follow prompt | number ≥ 2.5 s alone | 35–60 s | | **Textbook figure** | figure → parts labelled one by one → caption | label ≥ chars/12 + 1 s | 20–45 s | | **Craft heritage** | object → 2–3 craft details → maker / edition | as above | 30–45 s | | **Map / site plan** | place → insets → legend → visiting info | inset ≥ 3 s; legend ≥ 4 s | 30–45 s | All far from our demo: - Structures: **states of one plate** (one view re-cut three times as a place changes); **a book of plates** (four small plates turned like pages, one fact each, no roundels); **a dissection** (parts labelled in teaching order, colour only on the part taught). - Openings: **the finished proof burnished back** to its first line; **on paper at 1×** (title cut first, figure grows below); **raking light over blank copper** as the design is traced. - Endings: **plate beside its proof**; **the natural-size figure** held alone; **a blank new sheet** laid on the stack. Swapping `demo/content.json` and rebuilding is a technical check that the engine re-flows, not a way to make a film. --- How our demo was made (story, shots, score, end card, build, content fields): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0018 完整原文结束 ----- ================================================================ 【P0019】60s 间谍片头 分类:风格模板 / 图形与排版 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/spy-titles/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:11359 说明:虚构 1964 年间谍片的片头:追一把被偷的钥匙,几何碎片最后拼成片名。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0019 完整原文开始 ----- # 60s Spy Title Sequence — Style Prompt > A cut-paper, four-ink opening title sequence for a film that never existed: silhouettes move through sets built out of the credits themselves, every brass stab is a cut, and a title is assembled from the pieces. > References (grammar only): Saul Bass's titles for *North by Northwest*, *Anatomy of a Murder* and *Vertigo* (flat opaque inks, abstraction down to silhouettes, type as structure); the 2002 homage by Kuntzel + Deygas for *Catch Me If You Can* (a cut-paper chase through graphic sets, lateral tracking). Not a gun-barrel opening, not a tiptoeing cartoon panther, not a copy of any real title's logo, lettering, characters or shots. ## 1. Essence, and what it is not - **Flat, opaque inks on paper**: four colours, no gradients. - **Hand-cut edges** on every shape; pieces layered with cut gaps and small paper shadows. - **Abstraction down to silhouettes**: figures in profile, all acting in outline and timing. - **Typography is the picture's structure**: credits are architecture, props, vehicles. - **Music cuts the picture**: brass stabs are edit points. - A title sequence is a story in itself: one goal, a few locations, one reveal. Not flat vector motion graphics (the edges are cut, the paper is physical), not a halftone print style (no dots), not a Swiss grid (diagonals, jaunty type, playful), not a spy parody with gadgets and gun barrels. ## 2. Materials & rendering - **Scissor-cut edges**: every polygon resampled every ~9–10 px and displaced along its normal by low-frequency noise (amp ~1.2–2.2 px, larger for bigger shapes) plus a rare 1–2 px notch. **Cut the edge once in the piece's local space and cache it**, so a moving cutout keeps the same edge, exactly like real cutout animation (screen-space edges crawl). - **Paper layering**: separate pieces are separated by a ~2.4 px cut gap in the ground colour and cast a small paper shadow (offset a few px, blur ~5, alpha ~0.3). Whole figures get the gap as an outline, so a black figure reads in front of a black letter. - **Paper texture**: one full-frame texture multiplied on top (mottling + faint fibres), a sparse "ink void" speckle on dark ink, faint squeegee streaks; film grain in the mux (~6). - **Silhouette figures**: tall stylised adults (~7 heads), identity by hat, coat cut, shoes and **one colour accent** that doubles as a motion indicator (a tie or scarf streaming back when running). Pieces **merge into one outline** inside the figure, with only thin slits at shoulder, elbow, hip and knee. Hands are sharp wedges; no faces except an eye slit in close-ups. - **The object of the chase** sits on a black backing (an ink keyline) so it reads on any ground; it is the brightest thing in frame. - **Type**: a condensed OFL display face (e.g. League Gothic) for credits, glyph outlines extracted (opentype.js) and **re-cut** per letter (edge noise, ±0.8° rotation, ±1.5 px baseline jitter). A title in custom geometric cut glyphs (straight cuts + arcs, uneven weights, staggered baselines), never a real title's lettering. ## 3. Colour logic - **Four inks**: ink black, paper cream, one hot colour, one warm secondary. Darker "shadow paper" variants of those inks only for depth. - **One dominant ground colour per scene**, changing with the location; figures and type in the other inks. - The hot colour is reserved for one accent on the hero and for danger; the secondary marks the object of the chase. - Background props go in a darker version of the ground, never in black, or they read as letters. - Examples: black `#1b1714` / cream `#efe4c9` / red `#d23a22` / mustard `#e2a52a`; ink `#161a22` / bone `#ece6d6` / teal `#1f8a8a` / orange `#f07a28`; black / pale pink `#f3d6cc` / cobalt `#2a46b8` / lemon `#f0d23a`. ## 4. Type & subtitles - **Credits live in the set**, never in the subtitle band: one line per location, fully readable at some moment. Credits are fictional roles only, never real people's names. - **Subtitles** on a narrow paper strip (scissor-cut ends, slightly tilted) bottom-left, a small glyph from the film as bullet, a geometric OFL sans (e.g. League Spartan 600, ~44 px). Light strip on dark scenes, dark strip on light scenes; slides in from the left in ~0.18 s. Hold ≥ max(1.8 s, speech + 0.6 s). - Hold each credit long enough to read alongside a subtitle. ## 5. Motion quality - **Puppets on twos** (12 fps): poses and positions of figures, hands, letters landing, vehicles. **Camera, credit slides and grid growth on ones** (24 fps): a stepped camera judders. - Run cycles of ~8 drawings, one step per beat, a strong lean, the accent flying back. Walks one step per beat, coats swinging. - Credits slide in along grid lines and **stop dead on the beat** (short ease-out); letters land with a paper slap. - **Stop-time**: at a stab the whole picture freezes (background scroll included) for a couple of beats in total silence, then resumes. - Shattering: a scene sliced into strips parallel to a cut line that slide off alternately along the diagonal. ## 6. Camera grammar A vocabulary, not a route. Graphic, flat, decisive. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Wide on a full credit line, then truck in | reading, then action | any location built from type | | Lateral tracking, one screen direction | pursuit; momentum | a chase; a race; a delivery | | Hard cut on a brass stab | punch; a new location | montage; a reveal; a gag | | Graphic match cut (same shape, same position) | rhyme; acceleration | wheel → coin → pupil → moon | | Locked single shape on a flat ground | mystery; an icon | a cold open; a clue; a logo | | Silhouette against a giant circle | the hero moment | a catch; a triumph; a stand-off | | Diagonal split into a grid | fragmentation; many at once | a split screen; a conspiracy; a team | | Vertical pan down a column of type | descent; a list | a building; a roster; a countdown | | Push into a letter until it fills frame | a letter becomes a place | a door; a tunnel; a window | Framing: strong diagonals (~30°), big flat grounds, figures small against type. Match cuts keep circle centres and sizes identical across the cut. No dissolves. ## 7. Sound palette - **1960s spy big band**: stacked staccato trumpets and trombones in octaves with crash (the stab), surf guitar low-string twang through a spring reverb, walking upright bass, brushes or sticks, bongos and shakers, vibraphone, flute, organ stabs, harpsichord. Minor keys, chromatic lines, dotted rhythms. Original motifs only: avoid the famous chromatic crawl of the most famous spy theme and its minor-major-ninth ending chord. - **Stabs = edit points**: place staccato brass ~8 ms early so the sample's peak hits the frame. - **Techniques (options)**: a cut interval that shrinks as a chase accelerates; stop-time silence; a big chord for the title followed by a short button; a solo instrument alone for a quiet scene. - **Foley follows the material**: paper (cut "shh", slides, card slaps for letters landing, blind flips, a tear), metal (keys, chains, locks, clicks), tape (click, hiss). Environments only hinted: a jet pass panned, train wheels in tempo, roulette ticks slowing, wind, a phone ring, footsteps on stairs. - **Silence**: true zero, reverb tails included; a single tape click or hiss may remain. - **Mix**: music ducks ~7 dB under voice; a peaky mix needs a few dB into a limiter before loudnorm to reach −14 LUFS. - **Voice**: a briefing through a tape chain (band-pass ~220–5200 Hz, soft saturation, slow wow, hiss rising under the voice); a few very short lines. ## 8. Native moves A menu: use the ones your story needs. - **Type is the set.** Each location is one line of credits and that line is its architecture (letters as pillars, words as carriages, a letter as a lock). *Fits content like:* a conference programme as a city; a menu as a restaurant; team names as a stadium. - **Credits are rhythm.** Credits land on beats; stabs are cuts. *Fits content like:* a product's features; a festival line-up; an award's nominees. - **Graphic match cuts.** Shape rhymes, the interval shrinking as tension rises. *Fits content like:* a coin → a planet → a clock; a gear → a wheel → a sun. - **The diagonal grid.** A diagonal cut multiplies into a grid, and the pieces later fly back along it to assemble something. *Fits content like:* a puzzle solved; a team forming; a logo assembled. - **Silhouette puppets.** Profile cut-outs whose acting is outline and timing. *Fits content like:* a heist; a courier on a deadline; a detective. - **Stop-time gag.** Freeze on a stab, silence, resume. *Fits content like:* a near miss; a double take; a price reveal. - **The object of the chase is the title.** What everyone pursues becomes the last thing assembled. *Fits content like:* a product launch; a book's name; a birthday name. ## 9. Pitfalls of the medium - Every internal piece outlined with a gap looks like a mannequin diagram → merge pieces in an offscreen layer, cut only joint slits (`destination-out`), outline the whole figure. - A `clear()` that resets the transform silently kills the camera. - A figure fully hidden behind a letter reads as "nobody there" → let hat, nose and accent stick out. A stiff streamer reads as a tongue → multi-segment ribbon with a travelling sine. - A credit only ever seen partially is uncomfortable → always open wide on the full line. - Black background props read as letters → darker ground colour. - An object in the same ink as its ground vanishes → black backing. - Circular props dropped into a word cover neighbouring letters → lay the word out around a gap. - Match cuts fail if circle centres move across the cut. - Flat inks + grain make huge files at low CRF → a higher CRF looks the same. ## 10. Engine In `demo/`: `paper.js` (four inks, cached scissor edges, cut gaps, paper shadow, texture, silhouette layer with joint slits), `glyph.js` (League Gothic → opentype.js outlines → re-cut letters), `chars.js` (silhouette rigs, poses, run/walk cycles), `title.js` (custom cut title glyphs, diagonal split), `story.js` (tempo grid, single source of timing), `film.js` (timeline, acting, cameras, subtitles, sound events). `?sheet=1` renders a model sheet, `?frame=` a style frame. File list and build steps: [DEMO.md](DEMO.md) "Build notes". ## 11. Variation space You decide what is pursued, by whom, the locations (as credits), the inks, the opening and the ending. All far from our demo: - Structures: **no chase: a countdown** (ten credits, ten locations, a bomb-clock number built from type in each); **a heist in reverse** (the object is returned, location by location, to where it belongs); **two agents, one frame** (split diagonally, each side a different ground colour, until they meet). - Openings: **a full-frame title** that shatters into the sequence (the reveal moved to the start); **a telephone rings** in a single cut-out room; **the hero already falling** through a column of type. - Endings: **the title never assembles**, one piece missing, the hero walking off with it; **a slow pull-out** showing every location was one giant credit page; **a stop-time freeze** on the final stab, held. --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0019 完整原文结束 ----- ================================================================ 【P0020】ASCII / CRT 终端 分类:风格模板 / 图形与排版 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/ascii-crt/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:12148 说明:月球基地的 AI 沉睡 40 年后被唤醒,用字符画出“家”来回复。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0020 完整原文开始 ----- # ASCII / CRT Terminal: Style Prompt > Everything on screen is a real character on a monospace grid, lit by the phosphor of an old monochrome CRT. > References (grammar only): 1970s–80s monochrome terminals and teletype logs (typed output, cursor, status lines); ASCII art and demoscene text-mode pictures (images from glyph density); analog-synth film scores of the early 1980s (cold pulse, patient drones). Copy no film's interface text, fonts or logos, and use no real agency names. ## 1. Essence, and what it is not A single monochrome terminal screen: **P3 amber** (or P1 green) phosphor glowing on dark glass, curved at the edges, with scanlines. Every image, including title, landscape, face, room and subtitles, is made of **real glyphs placed on a character grid** and chosen by ink density. The film has one camera, the screen itself. It moves only by changing the **font size of the grid**: bigger characters push in, smaller characters pull out. The mood is cold, patient and machine-calm: typed text, a blinking cursor as suspense, and one warm surprise. **Never** fake it with an image plus an "ASCII filter". Characters must be drawn as characters on a grid. Not a hacker-movie green rain, not a pixel-art game (no sprites, no free pixels), not a sci-fi HUD (no vector lines, no free-floating panels). ## 2. Materials & rendering - **Font**: one monospace bitmap-style font (VT323, OFL); cell 0.4 em × 0.8 em (1:2). A large prerendered glyph atlas with a stroke for beam spread, scaled with `drawImage`, keeps zooms continuous and sharp. - **Grids**: column count per shot (title ~20, terminal 80, picture 200+); a push-in can go until one cell holds a sub-grid of its own. - **Density ramp**: each glyph's measured ink coverage × dim / normal / bold → about 20 levels, near-duplicates dropped; a small ordered-plus-hash dither per cell; cells below a threshold stay blank. **Negative space makes ASCII art readable.** - **Picture pipeline**: paint grayscale into an offscreen "negative" aligned exactly to the grid (several samples per cell; channels for phosphor, second colour, a flag), average per cell, pick a glyph. Interiors get local contrast (`m + 0.9·(m − mean)`) to keep outlines. - **Recognisable subjects**: silhouettes, not noise (real coastline polygons, a face from a few planes); dark = sparse dim glyphs, bright = dense bold, shadow sides sparse `.` only; an angle with a clear silhouette. - **Depth on a grid**: far = darker and sparser, near = brighter and denser; a thin bright rim separates planes. - **CRT post** (WebGL, adapted from `core/post/crt.js`): - **Phosphor colour**: luminance maps along the phosphor's ramp (dim deep orange → amber → overexposed near-white for P3). - **Glow**: multi-level bloom plus a faint halo. - **Glass**: fine scanlines (narrower on bright areas), slight barrel curvature, rounded mask, warm near-black unlit glass, faint reflection, ~1 % flicker, fine noise. **No RGB grille: monochrome tubes have none.** - **Afterglow**: text that disappears decays with τ ≈ 0.1 s, computed analytically so every frame is deterministic. Moving glyphs get one faint trail sample. ## 3. Colour logic - **One phosphor** carries everything: amber, green or white, in its own brightness ramp. No second hue for decoration. - **At most one soft second colour**, used for one thing only (the emotional object), switched on at a single moment, on a downbeat, and never taken back casually. - Examples: amber screen with an ice blue-white for something far away; green screen with a warm pink for a living thing; white P4 screen with a pale gold for a memory. - Brightness is the only other tool: dim / normal / bold and inverse video. ## 4. Type & subtitles - **Subtitles are terminal output.** A reserved **LOG strip** at the bottom: a dim separator, an inverse-video tag, then a prompt and the line in uppercase at ~45 px. It is **typed word by word in sync with the voice** (whisper word timestamps) and holds ≥ max(1.8 s, speech + 0.6 s). It lives outside the zooming grid, like a status line, with the same scanlines and glow. When nobody speaks it can show system state (a progress bar, a waiting message). - **On-screen text that the story shows** is picture, not subtitle; in the `.srt` it appears as `[SCREEN] …`. - **Titles** are typed with key clicks, as a filename, a command or a header. ## 5. Motion quality - **Characters never move off-grid, except in a declared transformation moment.** Typing, scrolling and counters jump from cell to cell. A roller flips digits discretely, fast then slowing. - **Only three things move continuously**: grid scale (the camera), CRT physics, and particles in a transformation. - **Typing speed is performance**: machine output is even and fast (~10–40 ms/char); dramatic lines slow to note values of the score; human typing is hand-timed, uneven, with pauses and bursts. - **Particles** spawn from random points inside source glyphs, start small, fade in, ease to their cell, and flash briefly on landing, so they never stack into bright bars. - **Push to a character**: hold where the whole glyph reads, then push until its inner text reads; inner text full brightness, outside text a few percent, neighbours dimmed, so the shape reads before the text. ## 6. Camera grammar The only camera is the grid scale, plus CRT power states and one possible shot outside the screen. | Move | What it expresses | Can serve | |---|---|---| | Static 80-column terminal | Waiting, procedure, machine time | a countdown; a queue; a log being read | | Push in (cells grow) | Attention, intimacy | one line of dialogue; a name; a decision typed | | Pull out (cells shrink) | Context, scale | a title becoming line 1 of a list; one entry among thousands | | Push into a single glyph | Hidden depth; what a symbol is made of | a letter made of messages; a pixel made of people | | Scroll (the buffer moves) | Accumulation, time passing | years of records; a changelog; a feed | | Clear screen / hard redraw | A cut; a new state | a reboot; a new chapter; a crash | | Text becomes image (grid shrinks as glyphs fall) | Words turning into world | a letter becoming a face; data becoming a map | | Power on / off, degauss | Birth, death, sleep, shock | a machine waking; an ending; a jolt | | Pull back off the glass into a drawn room | The screen is an object in a world | who is reading; where the machine is | Opening and ending come from the topic. Framing: text stays in the safe area inside the curvature; keep the LOG strip clear. Transitions happen on the screen (clear, redraw, scroll, power), never a crossfade between two screens. ## 7. Sound palette - **Music**: an original analog-synth score, rendered in code (numpy / numba): PolyBLEP saw and square oscillators, a resonant 4-pole ladder filter with moving cutoff, filter envelopes, square-wave sequencers, slow tape wow (± a few cents), long reverb on pads, gated reverb on hits; options also a sub-bass drone, sample-and-hold noise, a detuned unison lead. **Never chiptune.** - **Technique options**: grow a single arpeggio as an image forms; hold the only major chord for one moment; drop everything, reverb tails included, to digital zero on a shock; open a chord on the colour change. - **Silence is the main instrument**: room tone alone under typing and blinking cursors; a short near-silence before a transformation. - **Foley** (all synthesised): relay click and degauss hum (mains hum plus harmonics with a thump); buckling-spring keys (plastic click, spring ping, key-cap thock; duller space bar, heavier Enter); teletype ticks for remote text; modem and phone-line tones (answer tone, FSK, band-limited noise); square-wave error beeps and BEL; clusters of tiny high ticks for particles; a dot-matrix printer or tape drive as options; room tone (fan, low hum, a **very quiet** flyback whine). - **Mix**: music ducked about −8 dB under the voice; master −14 LUFS with no grain in the mux (the noise lives in the picture). - **Voice**: when a machine speaks, process it (light ring modulation, a short comb, a telephone-ish band-pass, soft saturation) and check that whisper still reads every line. Few short lines. ## 8. Native moves A menu: use the ones your story needs. - **The picture is made of words.** A sentence breaks apart and its letters, sorted by ink density, become an image containing only those letters. *Fits content like:* a manifesto becoming a crowd; a recipe becoming the dish; a poem becoming a landscape. - **Font size = camera.** Push until one character fills the screen and is itself made of smaller text. *Fits content like:* a company name made of employee names; a year made of its headlines; a heart glyph made of messages. - **Typing rhythm = editing rhythm.** Even machine typing against uneven human typing; a blinking cursor is a performance. *Fits content like:* a job application; an apology; a password remembered. - **CRT physics.** Power on as dot → line → frame, off to a dot; afterglow, bloom, curved glass. *Fits content like:* a hospital monitor; a night shift ending; an old archive reopened. - **A single colour change.** One soft second colour appears once. *Fits content like:* a first green leaf in a data log; a blood-orange sunset in a weather report; a child's drawing in a server room. - **The log file.** Timestamps, error codes, progress bars tell the story. *Fits content like:* a product launch day; a rescue; a migration. ## 9. Pitfalls of the medium - **Inverse video**: `destination-out` only changes alpha, which the upload ignores → opaque black canvas, cut letters with a *black* atlas. - **Negative not aligned to the grid** drifts across hundreds of columns → map with cell width / samples exactly. - **Wrong cell centre**: cells are 2·cw tall, so the centre is `(j + .5)·2cw`, not `(j + 1)·cw`. - **Every dark pixel becomes a character** (`-+-+` walls) → threshold, gamma ≈ 1.25, local contrast. - **Noise-textured subjects read as textured blobs** → silhouettes, a dark sparse background, a dot-only shadow side. - **Particles from letter centres stack into bars** → random points inside the glyph, small, faded in. - **Stroked atlas glyphs close their counters** (`M`, `B`) → sample a thin fill-only glyph bitmap for masks. - **Lazily built data never reaches the exporter** → build particle schedules and their sound events before `window.EV` is exported. - **A power-on parameter at 0 still draws the centre dot** → exposure 0 before power-on, multiply the dot term by exposure. ## 10. Engine In `demo/`: `term.js` (glyph atlas, grid drawing, density ramps, image → cells), `art.js` (procedural grayscale scenes for the negative), `crt.js` (monochrome phosphor CRT post, WebGL2), `main.js` (timeline, events `EV`, subtitles `SUBS`), `voice_fx.py` (machine-voice processing), `mix.py` (synthesised foley + ducking), `music/score.py` (analog-synth score), `tools/subs.mjs` (export `window.SUBS`). File map and commands: [DEMO.md](DEMO.md#build-notes). ## 11. Variation space You decide who types, what the screen is for, the grids, the opening, the ending, the camera (grid) path, the pacing and whether the second colour appears at all. All far from our demo: - Structures: **a chat log** (two users typing to each other across one night, timestamps as scene headers); **a system manual** (chapter headers, diagrams in ASCII, one page going wrong); **a boot-to-shutdown day** (one machine's day as a sequence of scheduled jobs, each drawing a picture of what it does). - Openings: **mid-scroll** (a buffer already racing past; it stops on one line); **a printout** (a dot-matrix sheet feeding up, then the screen takes over); **an error first** (a crash dump, then we rewind to what caused it). - Endings: **the buffer fills** (the story's text scrolls up and away until only the prompt remains); **the screen saver** (after the last line, a slow drifting pattern takes over the idle screen); **the cursor stops blinking** (no power-off, just a final state held). --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0020 完整原文结束 ----- ================================================================ 【P0021】彩色玻璃窗 分类:风格模板 / 图形与排版 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/stained-glass/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:11897 说明:阳光从清晨移到黄昏,照到哪一格花窗,哪一格的故事就动起来。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0021 完整原文开始 ----- # Stained Glass — Style Prompt > A medieval stained-glass window seen from inside a dark stone hall, alive only where the sun touches it: light is the clock, the camera and the story. > References (grammar only): the window prologue of *Beauty and the Beast* (1991) (chapters pane by pane, a storyteller's pace); the glass knight of *Young Sherlock Holmes* (1985) (glass that cracks and recombines piece by piece); 12th–13th-century Chartres glass (colour logic, grisaille, leading). Copy none of their characters, compositions, subjects or music. ## 1. Essence, and what it is not - **Cut pieces of coloured glass in dark lead cames**, faces and folds **painted in brown grisaille**. - Glass has no light of its own: it **glows only when the sun is behind it** and throws a soft coloured copy onto the stone floor; unlit, it is dark and milky. - Figures move **piece by piece**, rigid and stepped. - The room is always there: stone, a splayed embrasure, iron saddle bars, a floor that catches light. - **Secular**: no crosses, saints, halos or other religious imagery; borrow the craft, not the subjects. Not vector art with black outlines, not a kaleidoscope or Voronoi filter, not Tiffany Art Nouveau, not mosaic (mosaic reflects; glass transmits). ## 2. Materials & rendering One formula for everything (a WebGL compositor), so every element sits in the same light: ``` glass = tonemap( backlight(x,y,time) × transmittance × glass texture ) + weathering haze × room light surface = albedo × (room ambient + glow spilled from lit panes + point lights) // stone, lead, iron floor = flagstones × (ambient + projected colour-patch map, blurred + halo) // perspective or top-down + additive light shafts with dust · bloom (bright glass eats into the lead: the "irradiation" effect) ``` - **Hue-preserving tone mapping**: per-channel `1-exp(-x)` turns cobalt pastel; blend to per-channel only at the very top so a sun disc burns white while blue stays jewel blue. - **Unlit panes**: weak sky light + room-lit weathering haze, figures ghostly but readable. **Lit panes**: backlight ~2–3×, a soft, slightly skewed moving band edge. - **Pieces**: smooth Catmull-Rom cuts (no deep concave corners). **Every piece is textured** (`multiply` in its clip): streaks at a per-piece angle, hue drift (±10 %), darker aged edges by the lead, ±9 % thickness variation. The shader adds seed bubbles, scratches and thickness clouds in world space; fade small features below ~0.6× zoom or they sparkle. - **Lead**: near-black, one planar network, thinner on small pieces, round joins, faint grey flange, solder blobs; only where colours meet (one colour = one piece). - **Grisaille**: tapered trace lines in translucent dark brown; **matting** (stippled wash, graded shade, soft band inside the lead); **scraped highlights** (a thin stroke beside each fold in the piece's own colour: the only highlight transmitted light allows). Patterns (mail, scales, plates) are grisaille arcs and bands. - **Faces**: almond eyes, heavy upper lid, big pupils, brow flowing into the nose. **Expression lives in brows and mouth**; change it by swapping the face piece, never morphing. - **Backgrounds**: hand-cut **lozenge quarries** (jittered lattice, shared vertices, a painted motif each); borders of a coloured band with pearls and a white fillet with a running vine. - **Room**: warm grey ashlar, a lighter embrasure, mullions; floor of **large irregular flagstones**, never the wall's running bond. - **Floor projection**: blurred, ~20 % desaturated, modulated by the stone, haloed, mirrored (the window's top lands farthest into the room). **Shafts**: additive with dust, near 0 at the window, peaking ~40 % down. ## 3. Colour logic - Two hues **carry the picture** (one deep, one hot); three or four more only as **small touches**. Example (Chartres logic): cobalt ground, ruby, touches of gold, green, murrey. - Greenish white glass sparingly (faces, fillets, sky). **Flesh darker than you think**, or backlit faces burn white. - A story light (candle, lamp, screen) may take a colour no glass uses, so it reads as a source. - **The sun's colour is the clock**: blue-white dawn, near-white brightest noon, gold afternoon, deep orange dusk (raise intensity rather than redness), weak blue moonlight. Patch length follows sun height. - Stone and lead take colour only from spilled or projected light. ## 4. Type & subtitles - **Subtitles**: a parchment **banderole** near the bottom (curled ends, gentle sag, thin rule), IM Fell English ~44 px in dark ink. It unfurls from the centre; text fades in only once it is ≥ 75 % open; pad the ribbon well past the text. Hold ≥ max(1.8 s, speech + 0.6 s). - **Titles**: incised Roman capitals (Cinzel 600) in the stone, dark cut, light lower lip, gilding, revealed by a moving band of light; small lines ≥ 30 px on screen. In the glass, text only as grisaille on a white-glass scroll. ## 5. Motion quality - **Figures step at 8 fps**; light, camera, shafts and dust move on ones (24 fps): stepped light reads as flicker. - Rigid pieces on 2D FK (`setTransform(base · T(part))`, free draw order); long bodies are spine chains of banded pieces. - **Freeze rule**: a pane's figures use `min(t, t_lightLeft)`. Actions land on the beat. - **Crack**: jagged lines race from the impact in ~¼ s, bright with light, a short white flash and a 2-frame shake. - **Re-leading**: piece groups slide one beat each with a small outward bump along the lead, each ending in a weld spark; cracks become mending leads. - Glass never bends or morphs; things appear by being lit, not faded in. ## 6. Camera grammar A vocabulary, not a route. Opening and ending come from the topic. | Move | Expresses | Can serve | |---|---|---| | Truck sideways with the band of light | Time passing, the story moving on | a sequence of steps; a day; chapters | | Locked close-up on one pane | This panel is "now" | a line being read; a character's decision; a detail | | Pull back to the whole window | The rule, or the whole story at once | learning the system; a summary; aftermath | | Tilt down the shafts to the floor, then top-down | The picture leaves the glass and becomes light | an event too big for its frame; a dream; a memory | | Hold through a crack, no cut | The event is the medium breaking | a turning point; a loss; a revelation | | Slow push toward a small light | Attention narrowing to one source | a discovery; a secret; hope | | Tilt up to a rose or tracery | Something above the panels governs them | a clock; a cycle; an overview | | Rack between two panes, one lit, one dark | Past and present side by side | before/after; two lives; cause and effect | | Low angle along the embrasure, glass raking | The window as architecture, scale | awe; an institution; a long history | | Return to an earlier framing under new light | The rhyme shows what changed | growth; nightfall; repair | Framing: subjects big (close-ups ~1.3–2.3× a lancet width); in a narrow lancet stack figures diagonally; a revealed thing near centre, ≥ ~1/8 frame width with glow. Transitions: moving light, shafts, a crack, darkness; never a dissolve, wipe or flip. ## 7. Sound palette - **Instruments**: organ (pedal drone, soft stops, full), harp, hand chimes, tubular bells, recorder or a chant-like voice, water-glass notes, timpani; also hurdy-gurdy drone, psaltery, portative organ. No generic piano or strings. - **Mode families**: church modes (Dorian, Mixolydian, Aeolian, Lydian), open fifths, drones, parallel organum. - **Options**: free unmetred chant for darkness; one note meaning "the light" each time a pane wakes; an organ pedal that holds and then cuts out; a rising scale, one step per lit piece. - **Foley, material first** (synthesizable): struck glass = inharmonic partials ~1 : 2.32 : 4.25 : 6.63 : 9.38; crack = snap + pane thump + rain of tinkles; lead = stick-slip creak; glass sliding in a came = gritty band noise + faint squeal; solder = hiss + tick; air on light moves; stone-hall ambience; birds in the vault; iron ticking as it cools. - **Silence**: a hard stop, reverb tails included, only the glass's own ring or creak inside; a single long-reverb bell can close it. - **Mix**: big and reverberant; heavy hits avoid word onsets; music ducked ~9 dB under voice; −14 LUFS. **Voice**: a gentle, even storyteller, few short lines. ## 8. Native moves A menu: use the ones your story needs. - **Light is time, and the camera.** Only the lit pane is alive; figures freeze when the light leaves. *Fits content like:* the steps of a recipe; a factory's shifts; four seasons of one farm. - **Glass projects onto stone.** A key scene plays in the floor patch, which stretches as the sun sinks. *Fits content like:* a memory seen larger than life; a sports play replayed as shadows; a data trend drawn by lengthening light. - **Glass cracks, lead mends.** Pieces slide along the leads into a new picture, leaving scars. *Fits content like:* a company's reinvention; an injury and recovery; an old building restored. - **A window holds its own light.** At night one pane glows from a source inside the story. *Fits content like:* a lighthouse keeper; a night-shift nurse; a server that never sleeps. - **The window as a diagram.** Lancets as columns, a rose as a wheel or dial, the border as a timeline. *Fits content like:* a product lineup; the parts of a cycle; a family tree. ## 9. Pitfalls of the medium - Hidden leads show through front pieces → erase the surface under each piece before stroking its lead. - Pastel glass → hue-preserving tone mapping; darker flesh. Red dusk × blue glass = mud → keep blue alive, raise intensity. - Voronoi reads as a filter; flat fills read as clip-art → hand-cut lozenges, texture on every piece, heavy grisaille. - A sharp floor patch looks like a decal → blur, desaturate, stone-modulate, halo. Shafts at full strength at the window wash out the pane. - Top-down projection is flipped → put the wall at the frame bottom so figures stand upright (mirrored, correct). - Patch-map canvas size mismatched with the code draws into a corner of the texture → one constant size. - Carved text in a dark wide is unreadable → push in, park a light on it. ## 10. Engine In `demo/`: `glass.js` (pieces, textures, lead, grisaille, lozenges), `comp.js` (WebGL2 compositor), `window.js` (lancets, rose, borders, wall, carving), `scene.js` (camera, floor projection, shafts, dust), `subs.js` (banderole), `test.js` / `frames.js` (model sheets and style frames from the real engine), `music/score.py`, `mix.py` (glass/lead foley). `knight.js` / `dragon.js` show the rigid-piece FK rig pattern; build your own subjects with it. ## 11. Variation space You decide the window (lancets, a rose, a medallion, a clerestory), the subjects, the order of light, opening, ending, camera path and pacing. All far from our demo: - Structures: **a rose window as a dial** (petals lit in turn like hours, the centre the answer); **one tall lancet read bottom to top** (a tilt up a life or a process, medallion by medallion); **two windows facing each other** (the sun lights one side in the morning, the other in the evening; the floor between them holds their meeting). - Openings: **the floor first** (only a coloured patch on stone; tilt up to find its source); **a lit window from outside at night** (a figure passes a glowing pane, then we are inside); **the glazier's bench** (a single piece cut and leaded, becoming the first piece of the picture). - Endings: **clouds cover the sun** (every pane fades to grey at once; one line lingers); **a new pane leaded in** (an empty lancet filled with the last scene); **the camera leaves through the door** (the window small behind, its patch still on the floor). --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0021 完整原文结束 ----- ================================================================ 【P0022】瑞士动态排版 分类:风格模板 / 图形与排版 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/swiss-motion/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:10654 说明:一张音乐会海报按瑞士设计的五条规则自己排版,第五条是只打破一条。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0022 完整原文开始 ----- # Swiss Motion Graphics — Style Prompt > International Typographic Style in motion: a modular grid, one typeface, one signal colour, and movement as exact as a printing press. > References (grammar only): 1950s–70s Zurich posters (Müller-Brockmann, Hofmann, Gerstner, Crouwel) for the grid, flush-left type, scale contrast and "designing programmes"; modern identity systems in motion (Experimental Jetset, Pentagram) for snaps on the beat. Never copy a specific historical poster's composition (no concentric-circle or fan layouts lifted from Müller-Brockmann), never use Helvetica or Akzidenz font files, never name a real institution on a poster. ## 1. Essence, and what it is not - **Pure 2D graphic design animated on a grid**: flat paper, black type and bars, a very light grey and **one** saturated signal colour. - **Every element snaps to the grid, every move lands on a beat, nothing bounces.** - **Rigor with one exception**: the whole frame obeys a system, so the one element that doesn't becomes a character. - **Extreme scale contrast**: a giant numeral next to tiny technical notes. Not a keynote (no gradients, no glow, no device renders), not kinetic typography for a lyric video (words don't fly, spin or bounce), not data visualisation (bars have mass as graphic form, not as charted quantities, unless the grid gives them that meaning), not a Bauhaus pastiche of primary shapes. ## 2. Materials & rendering - **Frame grid**: 1920×1080, 12 columns, ~96 px side margins, 24 px gutters, 24 px baseline. The frame can act as a **spread**: a left page (the programme: numeral, rule text, notes) and a right page (the artifact). - **Artifact grid** derived from the content (Gerstner): what the columns and rows *mean* is a design decision. **Choose module sizes that give the elements mass**; too many thin columns make a layout look like a chart. - **Surfaces**: page, paper, ink, signal colour, grid lines in two or three light greys (on page, while building, on paper). No gradients, no shadows, no particles, no grain (mux grain 0). - **Bars and blocks** are flat rects; consecutive cells of one unit merge into one bar, overdrawn 1 px at seams (antialiasing shows hairlines, especially when rotated or scaled). - **A secondary voice** can be light-grey elements under the black ones: depth without a second colour. - **A 2D camera matrix** (centre, scale, rotation) for all moves. ## 3. Colour logic - **Paper, ink, greys, and one signal colour.** Only one thing carries the signal colour; that makes it the protagonist. It is the only thing allowed to be inexact. - Overprint is allowed: black type on the signal colour. - The signal colour can be red, orange, ultramarine or green; choose it for the topic, then never add a second. - Examples: `#EAE9E5` page, `#FFFFFF` paper, `#111111` ink, signal `#E30613`; or `#F2F0EA` / `#141414` / signal `#FF5A00`; or `#E9ECEF` / `#0B0B0B` / signal `#1F3FFF`. ## 4. Type & subtitles - **One family for the whole film**, an OFL neo-grotesque (Archivo, Inter, Schibsted Grotesk, Instrument Sans…), several weights. Letter-spacing ~−2 % at ≥ 90 px. Headlines can be lowercase. Load every weight with `document.fonts.load` before drawing. - **Flush left, ragged right**; everything on a grid line; big white space is part of the layout. Giant numerals are **optically** flush left (subtract the glyph's left bearing). - **Subtitles are part of the layout**, not a bar at the bottom: each line sits at a column start in the current composition (a small grey lead-in + a large bold statement, or a caption like a museum label), each word clip-revealed on its whisper timestamp. Hold ≥ max(1.8 s, speech + 0.6 s); assert it in code. - **Caption rows**: small (~19 px) medium-weight notes with a 1 px rule above; technical notes in a corner (module sizes, counts, a bar counter). ## 5. Motion quality - **Two curves only**: a precise ease `cubic-bezier(.7,0,.2,1)` for snaps; linear for lines being drawn, playheads and the exception. No overshoot, no spring, no bounce. - **Durations are note values** at the film's tempo. A snap starts one note value early and **lands on the beat**. - **Entrances are wipes or clip-reveals, never fades**: words rise out of a clip rect from below the baseline and leave upward; lines grow along their length; paper appears by a wipe; big numerals climb in eased steps ("one module at a time"). - **Deletions are knife cuts**: a thin line crosses the element, then the element collapses to its midline. - **Ripples are ordered by distance** from their cause, a couple of units per subdivision. - **The exception moves differently**: linear, unsnapped, perhaps pausing mid-flight; a coordinate readout beside it can turn from "on grid" to "off grid". - Smooth 24 fps, no stepping: digital precision, not hand-made. ## 6. Camera grammar A vocabulary, not a route. The camera moves only with the precise ease and only on beats. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Locked spread | cause (left) → effect (right) | a rule applied; a before/after; a comparison | | Hard pan by one page or column | the next step in a system | a sequence; a catalogue; a timeline | | Rotate 90° and stop | the same thing read another way | a poster as a score; a chart as a map | | Pull out to a wall of artifacts | one programme, many outputs | a brand system; a product range; a series | | Push into one module | detail; the unit of the system | a pixel; a letter; a single data point | | Grid extends past the page | the system is bigger than the artifact | scale; ambition; a break from constraints | | Split frame into equal cells | parallel cases | options; variants; team members | | Vertical scroll through a column | reading; a list | a manifesto; a spec sheet; a timetable | Framing: everything on the grid; the signal element may sit off-grid only when it is being the exception. Transitions are wipes, knife cuts, camera moves and re-flows; never dissolves. ## 7. Sound palette - **Music with a grid of its own**: a steady pulse whose subdivisions give snap durations. Options: motorik / krautrock kit and bass, minimal techno, marimba or vibraphone patterns, a mechanical piano ostinato, a drum machine with a glockenspiel; one instrument added per new rule is a clear build. - **Picture and music can share one data file** (a column → pitch, a row → onset), so a graphic can literally be the score. - **Techniques (options)**: drop the drums for the one moment of the exception; a near-silent bar before a reveal; thin the band during a reveal so every note is audible. - **Foley follows the materials of print**, dry and close, no reverb: letterpress clack, ruling pen "tss", guillotine snick, paper slap and slide, numeral thunk, block snap, felt thump for a landing, rubber stamp, typewriter carriage. - **The exception can be the only element that sings** (a sine glide following its position). - **Silence**: a hard stop of everything on a downbeat; the next snap reads as an event. - **Mix**: voice compressed and ≥ 6 dB above music, music ducked ~10 dB under voice, −14 LUFS. - **Voice**: cool, crisp, rule-like sentences; prefer voices with bright consonants. ## 8. Native moves A menu: use the ones your story needs. - **The grid means something.** Columns and rows become a quantity (notes, hours, floors, years). *Fits content like:* a building's floors and rooms; a week's timetable; a city's districts. - **Snap = beat.** Every arrival is a percussion hit. *Fits content like:* a product's feature list; the steps of a recipe; a countdown. - **Programme.** Rules applied one by one to one artifact, then the same programme generating many. *Fits content like:* a brand identity; a typeface family; a set of stamps. - **Extreme scale contrast.** A giant element as chapter card beside tiny notes. *Fits content like:* a record statistic; a year; a price. - **The exception.** One element breaks the grid, linear and unsnapped. *Fits content like:* an inventor; an outlier in the data; a rebel employee. - **Knife cut.** An element deleted by a line. *Fits content like:* budget cuts; editing a text; removing a feature. - **Re-flow.** Everything else rearranges around a change, nearest first. *Fits content like:* a team reorganised; traffic after a road closes; a layout adapting to a phone. ## 9. Pitfalls of the medium - Too many thin columns look like a chart → fewer, wider modules. - A "better" composition that isn't obviously better → one strong diagonal with long/short rhythm, a larger signal element, bleeds, type over colour. Merely tilting is not enough. - Rotating and labelling at once reads as noise → rotate, hold, then add labels. - Merged bars show seams after rotation → overdraw 1 px. - Elements that share the camera matrix leak into other shots → draw them only when on screen. - Canvas `letterSpacing` affects `measureText` → measure after setting the font. - Onsets that fall between frames flicker → put visual onsets on whole frames. - Whisper splits or merges words and pads the first word → align by letters, clamp to 0. ## 10. Engine In `demo/`: `ease.js` (`cubic-bezier(.7,0,.2,1)`, `snap(t, t_arrive, dur)`, `steps()`, `track()`), `film.js` (layout system, clip-reveal text, knife cuts, bars from a score, rotation reveal, wall of artifacts, caption rows), `main.js` (fonts, whisper word times, `?nosub=1`, `?poster=1`), `score.json` (the shared data file for picture and music), `tools/words.py` and `tools/subs.py` (word timings, asserted subtitle intervals). File list and build steps: [DEMO.md](DEMO.md) "Build notes". ## 11. Variation space You decide the system, what the grid means, the exception (or none), the signal colour, the opening and the ending. All far from our demo: - Structures: **a timetable** (a 24-row grid of hours fills with the topic's day, one row per beat); **an alphabet** (A to Z, each letter a module of the topic, the grid completing as a specimen sheet); **a comparison** (two systems side by side on a split spread until one element crosses the gutter). - Openings: **a single dot** placed on the page, then the grid growing from it; **the finished artifact** that is then dismantled into its rules; **a giant numeral** filling the frame, which turns out to be a detail of a small layout. - Endings: **the empty grid** after every element has been cut away; **a single word** flush left in the corner; **the exception leaves the frame** and the system closes over the space it left. --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0022 完整原文结束 ----- ================================================================ 【P0023】蓝图 / 工程制图 分类:风格模板 / 图形与排版 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/blueprint/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:12261 说明:发明家的蓝图自己画出一台接云机器,修订云线变成了真的雨云。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0023 完整原文开始 ----- # Blueprint — Style Prompt > Engineering drawings that come alive on a sheet of cyanotype paper: white technical line work on Prussian blue, drawn in drafting order, with annotations that move. > References (grammar only, never copy): the moving technical drawings in Prologue Films' *Iron Man* (2008) end credits, Leonardo's *Codex Atlanticus* pages, 19th-century US patent drawings (Fig. 1 / Fig. 2, part balloons, fine-line shading), the automaton drawings in *Hugo* (2011). No Marvel elements, no real patents, no real inventor's machine or signature. Suits films of 30–60 s. ## 1. Essence, and what it is not - **The whole film happens on one sheet of blueprint paper** lying on a dark drafting table. The camera moves over it like an eye reading a drawing. - **White line work on uneven Prussian blue**: centre lines, outlines, hatching, dimension lines, leader lines with numbered balloons, a title block, a notes column. - **A 2D line-drawing language**: orthographic and oblique/isometric projection are allowed, **3D rendering never**. - **Rigorous convention carries the tone**: the drawing is dry and exact; the notes can carry wit, warmth or gravity. - **The designed thing is the character.** A machine, object, building or plan acts through its parts; people appear only as a hand shadow with a pen, or a signature. Not Hologram HUD (no glowing wireframe, no 3D orbit), not Whiteboard (no marker on white), not Copperplate Engraving (no burin tonal hatching as the whole look). ## 2. Materials & rendering - **Sheet**: procedural cyanotype in a shader in *sheet coordinates*, crisp at any zoom: fbm between two Prussian blues, coating streaks, fibres, fold creases (bright edge, dark edge, whitening), bleached edges, specks. Around it: dark drafting cloth with a drop shadow. - **Lines**: pale blue-white, slightly soft (mipmap bleed), a faint ink breakup driven by paper grain. Four weights (outline, detail, thin, hair; e.g. 3.2 / 2.0 / 1.25 / 0.9 sheet units). **Screen width = sheet width × zoom^0.65**, so close-ups don't turn into sausages and wides don't vanish. - **Dash conventions**: centre line (long-short), hidden (short dashes), phantom / cutting plane (long-short-short), scaled with zoom so the pattern stays on the paper. - **Occlusion by painter's order**: every solid is filled with "paper" before its outline is stroked. Oblique extrusion: stroke the outline at N depth steps at 2× width, then fill the same steps with paper; a clean silhouette survives. - **Composite in buffers**: ink (white = exposed line); fx (shadow, wetness, stamp ink as channels); a subtitle overlay last. Shadows darken lines too: that is how a lifted object proves it has left the paper. - **Hatching** (fine-line shading) for sections, soil, weights, at 45°, spacing 8–14 units. - **Cyanotype and water**: a drop blooms deeper blue with a pale tide line; white lines inside the stain go soft; ink signatures bleed. - **The one real thing** (optional, at most once): a drawing symbol that leaves the drawing language gets soft volume, one gradient across its whole shape, glow, and a shadow falling across the lines. It leaves a pale unexposed imprint where it was drawn. ## 3. Colour logic - **Blue and white only.** The blue varies in value (coating, stains, folds); the white varies in weight and softness, never in hue. - **One non-blue colour, used exactly once**: a rubber-stamp ink (red is classic; a green APPROVED or black VOID work too). It carries the verdict. - The "real" object at the climax may carry light (white glow, soft value), not a new hue. - Example blues: `#18336B` → `#2A58A6` with lines `#E7F0F9` and table `#0D1116`; a faded sun-bleached sheet `#3A6DA8` → `#5B8CC4`; a deep over-exposed sheet `#0F2350` → `#1D3F80`. ## 4. Type & subtitles - **Hand lettering** for header, labels, notes and subtitles (e.g. Architects Daughter); a technical sans for title-block fields (e.g. B612); a script only for the signature (e.g. Allura). All OFL. - **Text is written on left to right** with a glowing nib, like everything else. - **Subtitles are drawing notes**: a light translucent box with double white rules, a "NOTE / n" cell, the text lettered on in ~0.35 s, a small leader tick. **Placed per shot in empty sky**, never fixed to the bottom (the bottom of a drawing is ground line, base and title block). Wrap at ~880 px. Hold ≥ max(1.8 s, speech + 0.6 s). - Every subtitle is also lettered into the sheet's **GENERAL NOTES** column, so the final wide shows the whole voiceover as drawing notes. - The **title is the sheet header**; the **title block** holds status and verdict fields. ## 5. Motion quality - **Camera and draw-on on ones (24 fps).** Continuous moves within a section, hard cuts on downbeats between sections; tiny camera bumps only for physical impacts (paper slap, stamp). - **Draw-on** truncated by arc length with a glowing nib at the head; items staggered within a layer; each layer starts on a beat. - **Drafting order**: centre lines → outlines → detail → hatching → dimensions → balloons → labels. - **Exploded views**: parts leave in sequence on subdivisions of the beat, eased, and return one per beat-group with a click. - **Mechanisms step on the grid** like an escapement: a gear advances one tooth per subdivision with a short ease-out; meshing phases computed so teeth really interlock; chains move with their sprockets. - **Machine acting**: angles, droops, volumes and gauge needles are the face. Failure = slowing, sagging, winding down over ~1.5 s; joy = snapping upright, a needle overshooting (back-ease). ## 6. Camera grammar A vocabulary, not a route. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Whole sheet on the table | scale, the document as an object | establishing; a verdict; a series of sheets | | Medium on a figure, subject ~80 % of height, sky on one side | the design being drawn | drafting; explaining a part | | Track along a path of force (chain, pipe, wire, beam) | cause and effect | how it works; a sequence of operations | | 2× close-up cut on a downbeat | the mechanism's heart | gears meshing; a valve; a joint | | Locked-off, hold a beat | deliberation | a hand revising; a decision | | Oblique depth factor 0 → 0.5 | the flat drawing "turns" and gains thickness | from plan to object; a reveal of depth | | Section line sweeping across | inside vs outside | a cutaway; hidden structure | | Lateral pan across Fig. 1 → Fig. 2 → Fig. 3 | versions, steps, time | revisions; stages of construction | | Slow push-in, no voice | wonder | the one real thing | Keep storytelling shots close; full-sheet wides are rare. Keep the main figure at least `960/zoom` from any sheet edge you will frame. Transitions: cuts on downbeats, or fig-number rewrites on the sheet; no dissolves. ## 7. Sound palette - **Contrapuntal, mechanical music**: harpsichord, bassoon, strings spiccato, harp, celesta, music box, clavichord, a small wind ensemble. Imitative lines (an invention, a canon, a fugato) feel like interlocking parts; a short repeated motive can be the "gear". - **Foley follows materials**. Paper: roll crackle and slap, T-square wood slide, technical pen scratch (2–6 kHz grain, length = stroke length), lettering bursts, compass squeak, hatching strokes, eraser rub, tracing-paper rustle. Brass and wood: part clicks (resonances ~3–5 kHz), escapement ticks, chain rattle, spring twang, wind-down ticks that slow geometrically. Water: soft damped pats per drop, a light rain bed. Rubber stamp thump, pen cap click. - **Options for the arc** (in any order, use what the story needs): instruments dropping out with a written-out ritardando into true silence; a single questioning figure alone; a suspended chord held without resolution under the magic; a full cadence on the stamp; the theme in augmentation for a close; adding a section per mechanism that joins. - **Silence** may contain paper sounds only. - **Voice**: dry, understated, reading design notes, a few short lines. Leave the most emotional moment voiceless. - **Mix**: music ducks well under voice (~0.36 ×), foley by half; whooshes low-passed so they don't mask consonants. −14 LUFS. Little added grain (the paper already has it). ## 8. Native moves A menu: use the ones your story needs. - **Drafting order.** The object draws itself as an engineer would, a layer per beat. *Fits content like:* a bridge; a violin; a kitchen renovation. - **Live annotations.** Dimensions measure moving parts and the numbers change; balloons fly with parts; a section line reveals the inside. *Fits content like:* a heart valve; a folding bicycle; a rocket stage separating. - **Fig. numbers as transitions.** "FIG. 1" struck through and rewritten "FIG. 2 · EXPLODED VIEW". *Fits content like:* versions of a product; phases of a construction; a recipe's stages. - **Projection as camera.** The oblique factor animates; exploded parts fly along the depth axis. *Fits content like:* a floor plan becoming a building; a circuit board; flat-pack furniture. - **A symbol made real** (once, if at all). A convention leaves the drawing language: a dimension arrow flies, a hatch becomes rain, a centre line becomes a road, a weld symbol sparks. *Fits content like:* an invention finally working; a city plan becoming a street; a dream becoming a plan. - **Cyanotype and water.** Drops bloom and soften lines. *Fits content like:* a flood-defence design; grief; a harbour wall. - **The title block as story.** Status field = the verdict; revision rows = history. *Fits content like:* a rejected permit; REV. 1–5 of a city; an approval after years. ## 9. Pitfalls of the medium - **Main figure near the sheet edge** → wides show the desk. Keep margins or enlarge the sheet. - **Upward explosions hit the header** → explode sideways and flatten long parts during the explode. - **Subtitles on the ink buffer** vanish off-sheet and can't occlude lines → separate overlay, premultiplied alpha. - **An object darkened by its own shadow** → zero the shadow channel only in its area. - **Per-lobe shading on a blobby shape reads as grapes** → one gradient across the union; crescents from a union-minus-shifted mask; fill unions as one path (`nonzero`) or overlapping fills make bubbles. - **A small payoff undersells the return** → the payoff object ~⅓ of frame height, centred, drawn stroke by stroke, subtitles off it. - **Line weights not scaled with zoom** → sausages in close-ups, vanishing wides. ## 10. Engine `demo/paper.js` (WebGL2 compositor: procedural cyanotype, ink bleed, wet stains, shadows, stamp, roll), `demo/draw.js` (drafting engine: camera, oblique projection, draw-on polylines, solids with paper fill, hatching, dimensions, balloons, text), `demo/sheet.js` (border, header, title block, parts list, notes, revision cloud, rain, hand shadow, stamp), `demo/film.js` (timeline on a beat grid: cameras, acting, subtitles, sound events). A new machine goes in its own module like `demo/machine.js`. File map and build: [DEMO.md](DEMO.md#build-notes). ## 11. Variation space You decide what is designed, its figures, the flaw or turn (if any), the voice, the one real thing (or none), the camera path, the opening, the ending and the length. All far from our demo: - Structures: **a city through revisions** (one site plan, REV. 1 to REV. 6, each revision a decade, the title block filling with dates); **two sheets, one table** (two designs drawn in parallel that turn out to fit together); **a teardown in reverse** (the sheet starts full and parts are erased one by one until only the centre line of the idea remains). - Openings: **a single centre line** crossing an empty sheet on the first beat; **the stamp first** (REJECTED lands, then we see what was rejected); **tracing paper** lifted off a finished drawing to reveal a blank sheet underneath. - Endings: **the sheet folds up** along its creases into a pocket-sized square; **a coffee ring** lands on the title block and the tide line becomes the last circle of the design; **the lights go off** and the white lines glow faintly on the dark sheet. --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0023 完整原文结束 ----- ================================================================ 【P0024】装饰艺术 分类:风格模板 / 图形与排版 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/art-deco/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:12141 说明:1930 年的大饭店,门童赶在午夜前把一封信送上顶楼。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0024 完整原文开始 ----- # Art Deco — Style Prompt > Black lacquer, engraved gold line and airbrushed geometry: a 1930s poster that moves. Every composition has a centre axis, transitions open or close along it, and light arrives as bulbs switching on one by one. > References (grammar only): **A. M. Cassandre** posters (giant geometry, steep perspective, airbrush inside hard edges); **Chrysler Building / Rockefeller Center ornament** (setbacks, sunbursts, chevrons); **Busby Berkeley** overhead numbers overheads (human kaleidoscopes); **The Great Gatsby (2013) title sequence** (gold line drawing itself on black); **Gershwin-era symphonic jazz** (clarinet, piano, muted trumpet). Never copy a poster layout, a real building, a character, a typeface design or a melody. ## 1. Essence, and what it is not A world built from **gold keylines on warm black**, filled with **airbrushed hard-edged volumes** (Cassandre, Lempicka), organised around **one vertical axis**. Ornament *is* the picture: sunbursts are backgrounds, stepped arches are frames, a dial is a progress bar, a bulb marquee is a reveal. Motion is **mechanical and symmetrical**: things unfold from the centre, doors split along the seam, lights switch on in counted order. Native register: glamour with a clock ticking (an event, a deadline, a launch). Not a gold-foil slideshow (things move and have volume), not Art Nouveau (no whiplash curves, no flowers), not a flat vector poster (volumes are airbrushed and rimmed), not a 60s spy title (no silhouettes on flat colour). ## 2. Materials & rendering - **Ground**: warm lacquer black, never neutral grey-black; a night sky may drift toward a deep emerald near the horizon. - **Gold is a banded metal gradient** (dark – light – hot – light – dark); animate its `sheen` offset for a light sweep. - **The signature stroke** (`gline`): a dark engraved underline ~1.6 px wider than the line, the gold gradient line, and a hairline highlight on top. Optional glow and a parallel twin (`double`). Nothing gets a black cartoon outline. - **Volumes**: hard edge + airbrush (`airbrush`): a directional gradient from shade to light inside the shape, one consistent light direction (upper left by default), a thin gold rim on the lit side. - **Motifs** (sunburst, stepped arch / ziggurat, fish-scale, chevrons, fan, four-point sparkle, speed lines, clock face, dial) are structural (a background, a frame, a transition), not stickers. - **Perspective is real**: true one-point (mode-7 floors) and two-point perspective through a pinhole camera, so dolly, tilt and pan change perspective instead of scaling flats. - **Characters are deco too**: about 7 heads tall, tapered streamline bodies, faceted lacquer planes (Lempicka), almond or arc eyes, a one-stroke nose, airbrush + gold rim. Give each lead one or two silhouette marks readable at a quarter of frame height. ## 3. Colour logic - Three constants: **warm black ground, gold line and metal, ivory** for paper, gloves, light and type. - **One saturated accent reserved for the protagonist** (or the one object the story follows). It is the only large saturated area, so the eye finds it in any wide shot. A cooler jewel tone may carry secondary surfaces, never competing in area. - **The one-colour exception**: any single element can be drawn in its own colour through the same fill + keyline + glow (`color` option) while everything else stays gold. - Always expand hex to six digits in code (three-digit hex breaks colour mixing). - Examples of the triad (accent / jewel / metal): burgundy / emerald / gold; coral / sapphire / pale gold; jade / plum / rose gold. Our demo's actual values are in DEMO.md. ## 4. Type & subtitles - **Type (OFL)**: Limelight (titles), Poiret One (numbers, sign skeletons, plaques), Josefin Sans (subtitles, labels), Italiana (numerals). - **Titles are architecture**: a stepped gold title bar over an arch or sunburst, optional badge and wings; drawn on in gold, then a sheen sweep. - **Subtitle card** (`subtitleCard`): a lacquer bar (~88 % black) with stepped ends like the title bar, double gold keyline, Josefin Sans SemiBold ~40–42 px ivory, an optional small speaker icon per voice. It **unfolds from the centre** like every other title, so titles, subtitles and transitions are one system. Hold ≥ max(1.8 s, speech + 0.6 s). - Numbers carry plot without narration: dials, clock faces, floor medallions, badges. ## 5. Motion quality - **Characters step on twos (12 fps)**; camera, light, bulbs, gold draw-on and sheen run on ones (24 fps). A stepped camera reads as stutter. - **Everything unfolds from the centre**: a point → a hairline → bars open symmetrically → text rises → wings and sparkle. - **Draw-on follows the music**: a gold line grows at the speed of the phrase under it and lands on the hit. - **Bulbs have an ignition overshoot** (~1.6× flash settling in ~0.18 s) and a relay "chunk"; once a sign is lit, a fast chase may run across it. - **Mechanical easing**: doors, dials and hands move with firm ease-in-out and a small settle, like machinery; nothing floats. - **Performance beats get anticipation** and escalation in threes (once, twice, mash). - What never moves: the centre axis of a composition. Symmetry may rotate or open, but it never drifts off-centre. ## 6. Camera grammar A vocabulary, not a route. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Symmetric split (two door leaves hinged at the edges; or a revolving-door wipe) | a threshold crossed | a new place; a new chapter; a reveal behind a façade | | Leaves sliding shut over the live shot | a door closing on a moment | leaving; a decision made; the end of an era | | Extreme low-angle Cassandre tilt | scale and aspiration | a goal far above; a tower, a rocket, a monument | | Architectural section (pull out to a cutaway of the whole building) | progress through a structure | climbing, descending, a process in stages; a company's floors | | Busby Berkeley overhead, mirrored and rotating | people become pattern | a team, a release, a celebration, a system of parts | | Push-in on a dial, medallion or clock | the number is the plot | a deadline; a count; a milestone | | Match-cut on shape (circle → circle, ray → ray) | two places, one rhyme | jumping between departments, cities, eras | | Low oblique along a sign or marquee | light travelling letter by letter | a name revealed; a launch; a score being counted | | Pull back from detail to skyline | where the moment sits in the world | aftermath; a city-wide effect; scale | Framing: the centre axis is sacred; an asymmetric frame must resolve to it within the shot. At an emotional peak the protagonist fills ≥ ~1/3 of frame height (smaller, the face reads as a prop in the ornament). Transitions: splits, revolves, arch openings, shape matches; never a generic dissolve or slide. ## 7. Sound palette - **Symphonic jazz of the 1920s–30s, not a 60s big band.** Options: stride or concert piano, clarinet (trill; a glissando by time-varying resampling of a long note), strings (tremolo, rushes, pizzicato), muted trumpet commentary, trombone and sax section, walking pizz bass, brushes or sticks, tubular bells, harp glissandi, banjo, xylophone runs, celesta. - Rhythm families to choose from: foxtrot, Charleston, tango, a slow torch-song ballad, a fanfare in the manner of a newsreel. - **Techniques (options)**: one hit per unit of counted light; accelerate by dividing the beat; plant a theme in fragments so its full statement is a payoff; low-pass a band that is physically far away and open it as we approach; move a period narrator through acoustic spaces (horn, radio, PA, live mic) to make distance audible. - **Foley by material**: brass clicks, bronze clang + chain, iron treads, marble heels, silver trays, wooden doors + spring twang, paper flutter, knife-switch "chunk" + filament hum, relay ticks, elevator ding, champagne cork. - **Silence as a tool**: before the most important sound, drop to one small diegetic sound (a clock tick, wind) and cut back in with that sound alone. - **J/L-cuts** carry architecture: the next room's sound enters a bar before its door opens. - Mix: duck music ~−9 dB under voice (less under a period announcer who is part of the texture), beds −6 dB, −14 LUFS, light film grain. ## 8. Native moves A menu: use the ones your story needs. - **Counted light.** A bulb sign lights one letter per beat or per event, so the audience can count. *Fits content like:* the countdown to a product launch; the letters of a city name lighting as a train arrives; votes tallied into a winner. - **Threshold doors.** Every scene change is a door split along the seam. *Fits content like:* the departments of a company; the rooms of a museum; stages of a career. - **Machine kaleidoscope.** People or objects become a mirrored, rotating pattern that locks into a symbol. *Fits content like:* a team becoming a logo; gears of a supply chain; a choir becoming a clock. - **Dials carry the plot.** A floor indicator, a clock or a gauge moves instead of narration. *Fits content like:* a funding thermometer; the altitude of a climb; a stock ticker at the opening bell. - **The architectural cutaway.** Pull out until a building is a section and the protagonist a coloured dot with speed lines. *Fits content like:* data moving through a server stack; a letter through a post office; a skier down a resort. - **Sheen sweep / draw-on.** Light crosses a gold object on a hit; a gold line engraves itself at the speed of a glissando. *Fits content like:* unveiling a trophy; a map route; a signature on a treaty. - **The one colour.** One element keeps its own colour in a gold world. *Fits content like:* the one product among competitors; the patient among doctors; the new idea in an old firm. ## 9. Pitfalls of the medium - Bulb signs from glyph skeletons break on curves (G, S, R): Zhang–Suen staircase pixels fool a neighbour-count junction test → use the **crossing number** and weld chain ends within ~14 px. - A generic cartoon character looks pasted in → characters are deco (§2). - Fish-scale reads as brickwork → lower half-circles row by row, each overlapping the previous row, plus an inner arc. - Door leaves over a flat "interior" read as a blank frame → draw only the leaves, closing over the live shot. - A gold point on pure black trips `blackdetect` → lift the background wedges and glow slightly. - Period loudspeaker distortion is unintelligible under music → gentle drive; whisper-check every line on the final mix. ## 10. Engine Canvas2D, deterministic in `t`, in `demo/engine/`: `deco.js` (gold gradient, `gline`, `airbrush`, motifs, `drawShape` for any path in the deco manner, `color` for the one-colour exception), `type.js` (title bar, digits, badges, dial, clock, `subtitleCard`), `bulbs.js` (any text → bulb sign, `litSequence`), `cam.js` (pinhole camera, `cardTransform`). `demo/frames.js` renders model sheets and style frames from the real engine. Signatures and a minimal example that draws something not in the demo: DEMO.md "Engine reference". ## 11. Variation space You decide the structure, the characters (or none), the settings, the opening, the ending, the camera path, the pacing, the accent colour and what gets counted. All far from our demo: - Structures: **the exhibition** (five pavilions of a world's fair, one idea of the topic behind each door); **the ocean liner** (three decks from engine room to ballroom, a horn per stage); **the trophy night** (nominees as sunburst panels, the winner revealed in light). - Openings: **the machine room** (gold gears and pistons building to the first beat); **the engraved map** (a gold route crosses a continent before anyone appears); **the telegram** (ticker tape types the premise). - Endings: **the lights go out** (letters switch off in reverse until one bulb remains); **the dawn** (lacquer black warms to a pale sky); **the poster** (the last shot flattens into a printed poster with a date). --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0024 完整原文结束 ----- ================================================================ 【P0025】象形运动图形 分类:风格模板 / 图形与排版 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/pictogram-motion/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:12048 说明:2026 亚运会 43 个大项,几何象形人卡着节拍快闪。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0025 完整原文开始 ----- # Pictogram Motion — Style Prompt > A beat-locked flash-card film built from three things only: a **square-grid "core graphic"** of circles, half-discs and tiny patterned cells whose rows slide past each other; **geometric pictograms** made of round-capped bars and a disc head; and **bold bilingual type** that slides up out of masks. Every cut lands on a drum hit. > References (grammar only): Otl Aicher's 1972 Munich pictograms (geometric athletes); multi-sport-games "look of the games" identity systems (a modular pattern + a colour set used for everything); Swiss sports-broadcast graphics (mono meta text, tick-bar progress). Learn the grammar; never copy any real event's pictograms, emblem, slogan, pattern artwork or colour names, and never name them in the film. ## 1. Essence, and what it is not A **catalogue film**: N items (products, dishes, steps, species…) shown one card at a time, fast, on the beat. Each card = **one pictogram doing one action + a huge title + a second-language line + a mono index "07 / N"**. Cards group into chapters; each chapter owns one hue, opened by a full-bleed pattern card. What makes a frame read as this style at a glance: 1. **The grid pattern**: big discs and half-discs spanning square cells, about half the cells carrying a small motif, all in **five tones of one hue**, with **whole rows cut and shifted sideways**: the signature that drives backgrounds and transitions. 2. **The pictogram figure**: flat, faceless, rounded bars and a disc head; far-side limbs mixed toward the background. Props are discs, rings, capsules, lines. 3. **Type as architecture**: a 900-weight grotesk title set very large, a heavy second-language line under it, small mono meta text in the corners like a broadcast HUD. 4. **Beat lock**: every shot starts on a beat, every key action lands on a beat. Mood: premium broadcast identity; flat colour, light grain, one soft light sweep as the only gradient. Not an isometric infographic (no depth, no 3D), not Swiss motion graphics (the figure and the pattern carry as much as the type), not a cartoon (figures never emote, have no faces), not a data film (numbers are labels, not charts). ## 2. Materials & rendering - **Flat Canvas2D**, rendered clean; grain only at mux time. **One square grid** (cell ≈ 1/6 of the frame height) rules bands, transitions and walls. - **Pattern model**: fill with a mid-dark tone; on grid nodes randomly place cell-radius discs in random tones and discs-with-inner-discs; then a fraction of cells get one motif from a library of generic geometry (quarter-discs, fish-scale waves, dot and triangle scales, concentric arcs, sun wheels, checkers, crescents…), rotated by multiples of 90°; never mascots, landmarks or logos. Draw it wider than the screen so any row can shift one cell. - **Figure model**: unit = body height, origin at the hip; draw far limbs (mixed ~40 % toward the background), torso, near limbs, head. A second person sits behind, mixed further (~60 %). - **Stage**: the figure stands on a large **sun disc** in a neighbouring tone, crossed by one faint light sweep. - **Figure environments** (water, nets, ramps) live in the figure's own buffer, masked to zero before the text column. ## 3. Colour logic - **A set of five hues + one dark neutral**, each hue in **five tones** (darkest → lightest, the middle one is the base). A chapter = one hue; a multi-hue chapter rotates through the set per card. - Under type the pattern runs at **low contrast**; on chapter cards at **full contrast**. - **Light hues take dark type and dark figures**, and their disc uses the lighter tone; dark hues take cream. On the dark neutral, the disc uses a lighter tone or it vanishes; its accent is one warm hue. - One cream and one ink serve every hue. No outlines, no highlights except the sweep. - Choose the set from the topic. Examples: warm festival (red, violet, forest green, gold, ochre); coastal (navy, teal, coral, sand, sky); kitchen (tomato, basil, saffron, aubergine, flour cream). Invent names for your hues; never borrow an event's colour names. ## 4. Type & subtitles - Title: a 900-weight grotesk (e.g. Inter Tight), 150–330 px at 1080p, tight tracking, auto-fitted. Second language: a heavy face under it. Meta: a mono (e.g. DM Mono) ~22 px, wide tracking; tags as mono chips. - **HUD** on every card: mono corner text and a **progress bar of N ticks** (current tall, done dimmed, rest faint), N derived from the item list. - **Bilingual rule**: one language is always the big title; the second language is chosen per version by a switch, never by hand-editing cards. - The card type *is* the text layer. With narration, captions are a mono line on a solid band in the chapter hue, bottom, never over the title; hold ≥ max(1.8 s, speech + 0.6 s). A card that must be read (a spec, a number) holds ≥ 1.6 s. - Deliver an `.srt` of the title cards, generated from the edit list. ## 5. Motion quality - **A grid of time**: pick one tempo for the film; every shot starts on a beat and every key action in a pose (release, contact, landing) lands on an integer beat. - **Pace ladder**: normal cards last one bar; related sub-items become half-length rapid-fire runs. A second tempo comes from dividing the beat, never from changing tempo. - Easing: exponential ease-out for entrances, exponential in-out for whips and wipes; a back ease once at most. - **Type enters by mask slide-up**: title first, second line ~0.08 s later, tag after; meta lines type on without a caret. Short cards compress all timings. - **Figure assembly**: the figure arrives as horizontal bands sliding into register from alternating sides. - **Backgrounds breathe**: rows drift in alternating directions; on chapter cards they jump a quarter-cell on beats. - **Transitions** snap to the grid: sliding rows, dropping columns, a push, quarter-discs from cell corners, an iris from the last figure, a tile flip. Rotate them; each lasts a few frames around the cut. - **Motion blur only where things move**: sub-frame averaging inside transition and whip windows; static frames render once. ## 6. Camera grammar Mostly a locked flat frame; energy comes from row shifts, transitions and figure actions. When the camera moves, it moves along the grid. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Locked flat frame | clarity, the card as a poster | any item; a spec that must be read | | Lateral track with a one-screen whip per beat | one continuous family, momentum | a line of stations; a production line; a route | | Slow drift along a row | calm, browsing | a gallery; a menu; a slower chapter | | Vertical scroll by grid rows | ranking, depth, descent | a top-ten; floors of a building; ocean depths | | Push into one motif cell until it becomes the next frame | zooming into a part | an ingredient inside a dish; a city inside a map | | Pull back to a tiled wall of items | the whole set at once | a summary; "all of them"; a comparison | | Tiles collapsing to one point | many become one | a merger; a shared goal; a count reaching zero | | Split screen along a grid line | two items side by side | versus; before/after; two versions | Framing: text and figure never overlap (one text column, one stage); horizontal poses move the stage outward. The HUD stays in the corners. Allowed transitions are the grid ones in §5; never dissolves, 3D camera moves, handheld shake or depth of field. ## 7. Sound palette - **Type and music can carry the film alone**; a voice is optional, calm, one line per chapter at most. - **Percussion is the spine**: choose a drum family that suits the topic (frame drums, taiko, marching snares, steel pans, body percussion, an electronic kit) plus rim clicks, claps, shakers and crashes. - Colour instruments on top: Karplus-Strong plucks (any lute, koto or harp-like voice, with pitch bends), mallets (marimba, glockenspiel), detuned-saw chord stabs, a synth bass, pads, risers and a drone. - **Per-family accents**: every shot onset gets a hit chosen by chapter (a splash, a pok, a clank, a crack, a whoosh, a sizzle): foley reads the chapter's matter. - **Picture-locked by data**: the score reads the edit list's shot times and places accents there; check every onset to ±15 ms. - **Silence as a tool**: half a beat of drums-and-bass-muted before a big hit, or one whole bar stripped to a single ticking sound under a count. - Mix: glue compressor and limiter, −14 LUFS, ≤ −1 dBTP. ## 8. Native moves A menu: use the ones your film needs. - **One card = one item.** The count is the hook ("ALL N"). *Fits content like:* every tool in a workshop; every station of a subway line; every dish of a regional cuisine. - **Chapter = colour.** Families become hues so the viewer always knows where they are. *Fits content like:* instrument sections of an orchestra; food groups; departments of a company. - **One verb per item.** One body action readable in a bar, or a prop action (a gear turns, a cup pours). *Fits content like:* yoga poses; kitchen techniques; jobs on a construction site. - **Pace ladder run.** A sub-family at double speed. *Fits content like:* four knife cuts; the bones of a hand; weekday routines. - **Long take down a track.** Stations one screen apart, the camera whipping on each cut. *Fits content like:* the steps of a recipe; checkpoints of a marathon; stages of a rocket launch. - **Count-up slam.** A big number rolls to its value on a bar. *Fits content like:* tonnes recycled; members of a club; years of a company. - **Icon wall.** All pictograms return as a grid and turn one colour. *Fits content like:* a summary of a year; a periodic table of habits; a team roster. ## 9. Pitfalls of the medium - Figure environments spread into the text column → render the figure layer into its own buffer and fade it out with a gradient mask before the text. - Cream on light hues fails contrast → dark type and dark figures on light hues; their disc is the lighter tone. - The sun disc vanishes on the dark neutral → use a lighter tone for it. - Pattern canvases are large and seeded per card → cache with a bounded LRU; an unbounded cache runs out of memory with parallel renderers. - Horizontal poses (swimming, lying, crawling) cross the title → move the stage outward and narrow the text column. - Imitating a real identity too closely → your own palette, mark and slogan from the grid motifs. ## 10. Engine In `demo/`: `engine.js` (`G.pattern`, `G.motif`, `G.joints` / `G.drawFigure`, `G.keyPose`, `G.maskText`, easings), `poses/base.js` (pose contract, props `G.P`), `edl.js` (edit list in beats), `scenes.js` (layouts, transitions, HUD, motion blur), `lab.mjs` (pose sheets), `music/music.py` (picture-locked score with onset report). API table, pose convention and a minimal example: [DEMO.md](DEMO.md#engine-reference). ## 11. Variation space You decide the items, grouping, verbs, palette, chapter order, any long take, the pace ladder, opening, ending, music and voice. All far from our demo: - Structures: **a countdown** (items ranked from N to 1, the camera scrolling down rows, the pace speeding up as the list shortens); **a day in pictograms** (one figure, one card per hour, the palette moving from dawn to night hues); **an assembly** (each card adds one part to a single growing pictogram machine seen in the corner). - Openings: **a single motif cell** (one cell fills the frame and splits into the grid); **mid-action** (the first pictogram is already running when the type slams in); **a blank grid** (hairlines draw the grid on the beat before any colour appears). - Endings: **one card held long** (the last item stays while the pattern rows stop, one by one); **the figure walks off** (the last pictogram exits the frame and the HUD ticks out); **reverse assembly** (the grid disassembles into rows that slide off-screen, leaving cream). --- How our demo was made (story, shots, score, end card, build, engine reference): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0025 完整原文结束 ----- ================================================================ 【P0026】一笔画 分类:风格模板 / 手绘与绘画 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/one-line/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:11327 说明:一根不离纸的线画完一个人的一生,再把笔交给孩子。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0026 完整原文开始 ----- # One-line Drawing — Style Prompt > A single ink line that never leaves the paper. Everything on screen is that one line being drawn; scenes don't cut, they morph. > References (grammar only): Osvaldo Cavandoli's *La Linea* (1971) — one line is both the world and the character, and transformations of the line are the jokes and the transitions; Gjon Mili's 1949 photographs of Picasso drawing with light — the confidence and speed of a single gesture; Norman McLaren's *Begone Dull Care* and *Boogie-Doodle* — lines drawn *to* the music. Do not copy La Linea's character, its gibberish voice, or any specific continuous-line illustration. ## 1. Essence, and what it is not - **One continuous line** on warm white paper. The pen never lifts: in code the whole film can literally be one point array, from the first touch of the nib to the last frame. - **Everything is a line**: characters, places, objects, even time. No fills, no shading, no second line weight, no background art. - **We watch the line being drawn**: the camera follows the nib with a little lag and anticipation. - Besides ink there is only the paper and a soft **shadow of the pen** (the real world above the paper). One accent colour at most, used once. Not a whiteboard explainer (no hand, no marker, no erasing, no text-heavy boards), not ink wash (no tones, no brush bloom as a look), not a line-art animation with cuts and many strokes. ## 2. Materials & rendering - **Paper**: warm white (around `#F4EFE4`), procedural mottling (soft-light, large tile), long fibres that fade out when zoomed out (or they shimmer), a sparse paper-tooth speckle over the ink at close zoom, light vignette. All textures anchored to the paper; they move with the camera. - **Ink** is a filled polygon around the path (not `ctx.stroke`), mixed with paper colour to an opaque tone per point. - Width = base width of the current "voice" of the line × pen pressure × fine noise (±8 %); pressure from speed: `0.66 + 0.8·exp(−v/300)` (fast = thin, slow = fat). - The line's character can change along the path (base width, alpha, tremble, dryness); blend over a short stretch at boundaries. - Ink bleed: the same polygon slightly wider, blurred on an offscreen layer, composited at ~20 %. - Pooling: extra round dots where speed drops low. - Tremble (perpendicular noise) and dry-brush gaps (long-scale noise + thin bristle strands) for age, fear or fatigue. - A stop leaves a teardrop-shaped blot: tip at the nib, belly sagging downward as it spreads, a dark tide line at the rim. - **A screen-space minimum width**: widths scale with zoom like a line under a macro lens, but clamp the zoom used for width during pull-backs so a wide view keeps its weight. - **The pen is never drawn**: a soft blurred wedge of shadow from the nib and a tiny contact dot. Hands, if any, appear only as shadows, each hand composited as one flat layer. - **Path design**: chapters written as SVG path strings, sampled by arc length, joined by tangent-continuous connectors; time assigned per point weighted by curvature. ## 3. Colour logic - **Ink on paper.** A warm black (around `#1D1A17`) on warm white; nothing else fills the frame. - **One accent at most, used once**, on a stretch of the line that means something; it returns to ink afterwards and stays visible in the final picture if the picture is revealed. - Examples of an accent's job: red for love or danger; blue for water or cold; gold for money or a prize. Never a second accent. ## 4. Type & subtitles - **Text is written, like the line**: a handwriting face (e.g. Caveat) for subtitles, ink at ~84 %, no box, centred near the bottom, **written on** left to right (~0.2 s + ~17 ms per character) behind a soft paper-coloured halo so passing lines never cross the letters; fade out ~0.45 s. Hold ≥ max(1.8 s, speech + 0.6 s). - Titles in a monoline connected script (e.g. Sacramento: itself a one-line drawing), written on in empty paper away from the drawing, gone before the camera moves into them. ## 5. Motion quality - **Everything on ones** (24 fps): the appeal is the continuous act of drawing; stepping breaks it. - **Timing = chapter windows + curvature**: within a window, time per point is weighted by `1 + K·turn` (sharp turns get more time, smoothed so speed never jumps). Pin musical beats with marks: by arc-length fraction or by position ("the second time the pen passes here"). A stop is two marks at the same place. - Corners (speed minima at high turn) can be exported to the soundtrack as candidate note onsets. - Speeds: ~300–700 units/s for travelling lines, ~50–150 for small details. The most important stroke is usually the slowest. - **Retracing** over an existing line is legal and invisible (it only thickens slightly). ## 6. Camera grammar A vocabulary, not a route. The camera is one continuous move: composition centre, zoom, a few degrees of roll, and a follow weight (0 = composed, 1 = locked to the nib); the follow point averages the nib over roughly −0.55…+0.4 s (lag and anticipation), with a soft clamp keeping the nib inside the central ~70 % of the frame. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Follow the nib (high follow weight) | travel; momentum; a thread of time | a journey; a process; a timeline | | Composed frame, low follow weight | a scene that must read as a whole | a vignette; a joke; a diagram | | Macro on the nib | intimacy; the act of making | a first touch; a signature; a detail | | Hold with a slow push-in | weight; a stop | a loss; a doubt; a decision | | Mirrored framing | rhyme across time | parent and child; before/after | | Continuous pull-back | everything was one picture | a reveal; a map; a word | | Lateral scroll with the line running ahead | a horizon; a graph; a race | a stock chart; a heartbeat; a road | | Roll with the line | vertigo; play | a loop-the-loop; a fall; a dance | No cuts. Transitions are morphs: the last stroke of one image is the first stroke of the next. ## 7. Sound palette - **Music: one solo instrument, one unbroken melodic line**, the sound equivalent of the drawing: a bowed or plucked string (cello, violin, viola, harp), a solo woodwind (clarinet, flute, bassoon), a hummed voice, a single guitar. A second colour only as a rare accent (a chime, a pizzicato stretch). No pads. - **Write the score to the drawing**: key notes on marks and corners; fast line = short notes; a stopped line = one long note fading into silence; the highest note on the most important touch. - **The pen on paper is the most important sound**, synthesised from the pen speed: band-passed noise (brighter when fast, duller when slow), random paper-fibre ticks with density ∝ speed, amplitude ∝ √speed, panned with the nib's screen position; broken up by dry gaps; lighter and jerkier for a young hand. Plus: a wooden tap on the first touch, a faint wet swell for a blot, a tiny rub for a handoff, a page lift. - **Silence is literal**: zero the music bus including reverb tails; drop room tone. - **Mix**: music ducks ~5 dB and the pen ~4 dB under voice; −14 LUFS; grain 0 (the paper is in the render). - **Voice**: warm, few short lines that leave space for the line; place key words on picture beats with whisper word timestamps. ## 8. Native moves A menu: use the ones your story needs. - **The pen never lifts.** Anything that is one continuous thing. *Fits content like:* a river from source to sea; a relay race; a production line. - **The line is time.** The stroke's character changes with age, mood or strain. *Fits content like:* a building aging; a runner tiring; a machine wearing out. - **Transformation.** One image morphs into the next. *Fits content like:* a seed becoming a tree becoming a table; a sketch becoming a product; a word becoming its object. - **Stopping is an event.** The nib stops, ink pools, music cuts to silence (1.5–3 s). *Fits content like:* a power cut; a pause for a minute's silence; a hesitation before a signature. - **Reverse-designed scale reveal.** Every vignette is secretly part of one big picture seen at the end. *Fits content like:* a city's landmarks forming its skyline; a company's milestones forming its logo; a recipe's steps forming the dish. - **Handoff.** The pen passes to another hand (as a shadow) and a new line begins. *Fits content like:* a teacher and a student; a founder and a successor; one generation to the next. - **Line as graph.** The line becomes a chart while staying a drawing. *Fits content like:* a heartbeat; a temperature record; a football match's momentum. ## 9. Pitfalls of the medium - **Stray connectors ruin a reveal**: every extra line reads as a wrinkle, beard or mask. Fix the topology (where each chapter enters and leaves), not the drawing. Plan it like an Euler path: a closed motif is a circuit (you leave where you came in); retrace or reorder chapters. - Each region of a final picture is drawn exactly once; connectors must fall on natural lines of that picture. - **Test the reveal early and often**: render the whole path at once at final scale after every change. - Lines drawn too close braid together once width is applied; keep a gap. - A round blot reads as a mole → a sagging teardrop. - Thin lines at wide zoom → clamp the width zoom. - Translucent hand shadows double-darken where they overlap → one layer per hand. - Titles collide with the drawing as the camera moves → check every frame of the title's window. - Whisper mishears short lines → rephrase rather than fight it. ## 10. Engine In `demo/`: `geom.js` (samples SVG paths by arc length in the browser, adds tangent-continuous connectors, assigns time by curvature, marks and holds), `ink.js` (the line renderer: pressure, bleed, pooling, tremble, dry brush, accent stretch, blot, minimum screen width), `paper.js` (paper, fibres, tooth, vignette), `cam.js` (composition keys + nib follow + soft clamp), `hands.js` (pen and hand shadows), `subs.js` (written-on subtitles and titles). The drawing itself lives in one file of SVG path strings and a chapter table (`face.js`); replace it with your own path. Debug views (`?all=1`, `?cams=`) render the whole path or many camera views in one session: see [DEMO.md](DEMO.md) "Build notes". ## 11. Variation space You decide what the line draws, whether it reveals one final picture, where it stops, the accent (or none), the opening and the ending. All far from our demo: - Structures: **a line that is a graph** (a data series drawn as a horizon; each peak and trough becomes a scene); **two lines** that start in opposite corners and are drawn in alternation until they meet; **a loop** (the line draws a scene and then retraces its way back to the start, which now means something else). - Openings: **mid-line at speed**, the pen already running across the paper; **a finished drawing** whose line then unravels into the story; **a word written in script** whose last letter becomes the first scene. - Endings: **the line runs off the edge** of the paper and keeps going; **the ink runs out** and the last stroke fades into dry scratches; **the pen stops in mid-air** over the paper before the last stroke. --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0026 完整原文结束 ----- ================================================================ 【P0027】中国水墨 分类:风格模板 / 手绘与绘画 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/ink-wash/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:11182 说明:侠客踏水过江,一剑断流。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0027 完整原文开始 ----- # Chinese Ink Wash — Style Prompt > Xieyi ink painting on rice paper, animated: blank paper is space, one brushstroke is a mountain, a wave, a gesture or a cut. > References (grammar only): Shanghai Animation Film Studio's *Feelings of Mountains and Water* (1988) (blank-paper space, ink bloom, guqin pacing, figures in a few strokes); the bamboo-forest fight of *Crouching Tiger, Hidden Dragon* (weightlessness, stillness before action). Copy none of their characters, compositions or music. ## 1. Essence, and what it is not An ink painting (水墨) painted and unrolled before you: black ink on warm rice paper in five tones, plus **one** red, the vermilion seal. No Western outlines: forms are made by **loaded brushstrokes** whose dark edge *is* the contour (没骨, "boneless" painting), by **wet washes** that bleed into the paper, and by **dry, fast strokes** where the paper shows through the bristle tracks (飞白, "flying white"). Most of the frame is **empty paper** (留白): water, sky, mist, silence. Things are *painted into existence*, not cut to. Not watercolour (no colour washes), not vector art with a brush texture (no flat fills or closed outlines), not a calligraphy title sequence. ## 2. Materials & rendering - **Paper** is procedural, in the compositor, never a texture file: warm rice paper (around `#F2ECDE`), cloud mottling, long fibres, pulp flecks, grain that fades when zoomed out (or it shimmers), a light vignette; anchored to the world. - **Ink** is stroke opacity multiplied onto paper (never an overlay), in five tones (墨分五色): | Tone | Opacity | Use | |---|---|---| | 焦 jiao (burnt) | ~.96 | calligraphy, the sharpest lines, moss dots | | 浓 nong (thick) | ~.82 | contours, dark edge of loaded strokes | | 重 zhong (heavy) | ~.60 | secondary lines, folds | | 淡 dan (light) | ~.34 | mountain bodies, robe and body washes | | 清 qing (clear) | ~.16 | far mountains, faces, mist | - **Brushstroke model**: centreline × pressure profile × width noise, plus 4–60 **bristles** whose ink load drops along the stroke and breaks on long-scale noise. `dry` runs from a solid wet stroke to flying white (dry strokes are bristle tracks only). - **Loaded stroke**: bristles darker on one side, so the stroke carries its own contour: this makes bodies, rocks and waves read as ink, not vectors. - **Two layers**: the wet one bleeds in the compositor (noisy blur, **edge pigment accumulation**, granulation); the dry one only gets fibre jitter and paper tooth. - **Masses**: soft polygons, jittered edges, a gradient; never flat fills. - **Landscape**: mountains dissolve downward into mist bands, with 披麻皴 texture and 苔点 moss dots on near ranges only; rocks are outline → axe-cut texture → shadow wash → dots. - **Water is blank paper**, moved by faint dry streaks and open ink rings. Solid water: Song-dynasty **parallel wave lines** (dense near the edge) or a pale body with a few huge loaded strokes along its face. - **Figures are xieyi**: one pale body mass plus two loaded strokes, burnt-ink lines for limbs; features, if ever shown, in 3–5 strokes. - **Calligraphy**: an OFL brush font is only a **skeleton**: trace centrelines in stroke order, pressure from glyph thickness, hidden-tip entry (藏锋), tapered exits. ## 3. Colour logic - Ink only, from cool grey at low density to warm black at full density. No other hue in the world. - **One vermilion** (around `#B02E22`), for the seal and at most one tiny accent in the story (an object the protagonist carries). The accent finds the protagonist in wide shots and can rhyme with the seal. Never a red wash, never red type. - Values carry depth: far = pale and soft, near = dark and textured. If a frame gets busy, remove ink rather than add tone. ## 4. Type & subtitles - Subtitles are **inscriptions (题跋)**: a classical italic serif (Cormorant Garamond italic), ink-coloured, no box, ≤ 2 lines, placed in each shot's empty paper. A small vermilion square marks the start of each line. They appear wet and dry in a fraction of a second. Hold ≥ max(1.8 s, speech + 0.6 s). - Titles are written on the painting itself, in vertical columns in its empty space, with a vermilion 白文 seal drawn by code (lines knocked out of a slightly irregular red square, with ink-paste speckles). They move with the world. - Screen-space overlays reset the camera transform. ## 5. Motion quality - **Figures step at 12 fps** (on twos); their position, the camera, blooms, ripples and splatter move on ones at 24 fps. - **Stable strokes on twos**: seed every stroke by its index and compute bristle breaks along *normalized* arc length × a fixed reference length, so flying-white gaps don't crawl every drawing. Allow only a small "boil" on the width noise. - **Painted into existence**: strokes appear in drawing order. - **Stillness before action** (when a decisive stroke is the event): hold, with at most a slow push-in, then let the stroke cross the frame in a few frames. Consequences start only after the stroke has finished. - Nothing is tweened like a vector shape: things are painted, bloom or dissolve into mist. ## 6. Camera grammar A vocabulary, not a route. Opening and ending come from the topic. | Move | Expresses | Can serve | |---|---|---| | Locked frame on the paper | The page is the stage; things are painted in | a thing forming; a line being read; a still decision | | Right-to-left pan (handscroll) | Time and distance as one painting | a journey; a history; a process | | Vertical tilt (hanging scroll) | Height, stages stacked | seasons; a climb; generations | | Lateral tracking, lead room, slow far parallax | Motion through a world | travel; a chase; a commute | | High wide, a tiny figure in blank paper | Smallness, solitude | loneliness; nature's scale; one life among many | | Low angle, dark mass towering, slow push-in with shake | Weight, threat | an obstacle; a storm; pressure | | Hard cut to an extreme close-up | A break in the flow (the style's only hard cuts) | a decision; a shock; a memory | | Push into an ink bloom or mist | Passing between states | memory; dream; a season turning | | Pull back until a mark joins the whole | The part was inside something larger | a summing-up; irony of scale | | Return to an earlier framing | The rhyme shows what changed | aftermath; growth; before/after | Framing: 60–80 % empty paper; dark foreground may pass along the frame bottom. Transitions are ink blooms, pans along the scroll or mist; never a generic dissolve or a wipe. ## 7. Sound palette - **Guqin-led, not piano and strings**: guqin (`core/audio/pluck.py` `guqin`: open and stopped strings, slides, vibrato, glassy harmonics, sweeps), a low breathy xiao, big drum and timpani for mass, frame drum for steps, a small gong for a seal. Chinese pentatonic modes. - **Cue to the picture, never loop**: unmetred plucks suit emptiness, a pulse suits movement, rolls suit mass; painted strokes can each land on a pluck. - **Silence is literal**: zero the whole bus (music, ambience, reverb tails) with short fades. At most one sound inside it (a drip, one ring). Place it where the story holds its breath. - **Foley follows the material**: ink drop (short "tink" + soft wet thud), brush air (band-passed noise with bristle grains, never a metal whoosh), steps on water (small splash), splatter (wet ticks), seal (wooden thump + paper crackle). - **Voice**: calm, few lines, like colophons that don't explain the picture. Duck music ~8 dB and ambience too; verify each line with whisper on the final mix. ## 8. Native moves A menu: use the ones your story needs. - **One stroke is everything.** *Fits content like:* a product born from one line; a city growing from a single street; a day beginning with one bird. - **Emptiness is matter.** Removing ink reveals paper white. *Fits content like:* a door opening in a wall; a crowd parting; an absence in a family portrait. - **Brush = gesture = action.** Stroke order becomes choreography. *Fits content like:* a dancer's phrase that spells a word; a signature; a chef's knife work. - **Flying white (飞白).** One fast dry stroke across the frame, strongest out of a silence. *Fits content like:* a sprint finish; a decision; a comet. - **Ink bloom transition.** The next scene grows inside a spreading drop with a dark tide-line (noisy radial mask; world-anchored for elements, in the compositor for scenes). *Fits content like:* memories; seasons; one era giving way to the next. - **The handscroll.** One long painting panned right to left, seen whole at last. *Fits content like:* a history; a supply chain from field to hand; a day in a street. - **Splitting a mass.** Halves clipped either side of the cut; one rises and fades, one slumps; splatter stays. *Fits content like:* breaking a record; a barrier falling; an idea splitting in two. ## 9. Pitfalls of the medium - Dry brush looks like dashed lines → breaks from long-scale noise and an ink load that drops along the stroke. - Parallel semi-transparent strokes make bodies look like organ pipes → one base mass + two loaded strokes. - Big side-brush strokes look like a hairbrush → a gradient mass + a few low-dryness strokes. Gradients in vertical bands leave seams → a cached per-pixel layer. - A stroke body split between wet and dry layers loses density → full body in the dry layer plus a wet halo. - Clipping calligraphy with the font outline notches the junctions → font as skeleton only. - Uniform hatching inside a wave turns it into a wire mesh → loaded strokes along the face. ## 10. Engine In `demo/`: `ink.js` (brush engine: strokes, bristles, loaded strokes, masses, blots), `comp.js` (WebGL rice-paper compositor: bleed, edge pigment, paper, bloom), `land.js` (mountains, cun, cliffs, pine, reeds, ripples), `wave.js` (gestural wave), `glyph.js` (skeleton-traced calligraphy), `seal.js` (vermilion seal), `hero.js` (xieyi figure rig), `subs.js` (inscription subtitles), `music/score.py` (guqin writing with `core/audio/pluck.py`); `?test=sheet|pose|frame` pages draw model sheets from the real engine. ## 11. Variation space You decide the structure, the characters (or none), the landscape, the opening, the ending, the camera path, the pacing and where the red goes. All far from our demo: - Structures: **one character, stroke by stroke** (no figure; each stroke of one large character opens into a vignette of the topic); **a hanging scroll** (a tilt from sky to ground through four stages, tone deepening); **two brushes in dialogue** (alternating strokes answer each other until they meet in one bloom). - Openings: **in motion** (a figure already painted and moving; the world washes in around it); **ink first** (a fully inked frame; ink is lifted where light or a road appears); **the bristles** (a wet stroke fills the frame; only when it lifts do we see what it drew). - Endings: **one small mark** (close on a footprint or a leaf while the ink around it dries; no pull-back); **evaporation** (the painting un-paints in reverse stroke order); **mid-gesture** (the brush stops before the last stroke lands). --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0027 完整原文结束 ----- ================================================================ 【P0028】水彩笔刷 分类:风格模板 / 手绘与绘画 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/watercolor/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:11041 说明:跟着降雨从澳洲红色腹地一路画到绿色海岸,一镜到底。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0028 完整原文开始 ----- # Watercolor Brush — Style Prompt > A hand-painted journal page that paints itself: translucent brush strokes with dry-brush flying white on warm cotton paper, hand-written notes beside what is painted, nothing drawn with a vector line. > References (grammar only): naturalist field-journal and botanical-plate watercolours (specimen + note); long horizontal handscroll panoramas (one continuous painted world); the textbook "transect" diagram (a gradient read across space). Borrow the grammar, never a specific artwork, character or layout. ## 1. Essence, and what it is not - **One sheet of warm, fibrous paper** under everything; it is also the eraser (paper-coloured mist washes things away). - **Everything is individual brush strokes**: a variable-width ribbon at partial opacity plus a few thin **bristle tracks** that break into dashes (flying white). Strokes overlap and darken where they cross, like transparent pigment. No vector outlines; a darker edge stroke along a form is the only "line". - **Things paint themselves in**, stroke by stroke, structure before detail (trunk → branches → leaves; outline wash → shadow → accent). - **An annotation layer** in a hand the painter would write with: labels with pen leader lines, a small measured value, a quiet title. - Tone: calm, curious, precise. Numbers are real; the palette can carry data. Not ink wash (colour, not ink tones; no calligraphic brush-as-gesture), not impasto (no thick paint, no knife), not a children's picture book (no crayon, no cute outlines), not vector illustration with a watercolour texture laid on top. ## 2. Materials & rendering - **Paper**: a pre-generated image (warm base, three octaves of smooth noise ±3.5 %, a few thousand short curved fibres, fine grain, light vignette), drawn first every frame. - **Stroke** (`engine.js` `mk`/`drawS`): a ribbon whose width follows a profile (`brush`, `leaf`, `even`, `tip`, `trunk`) with ~±22 % value-noise roughness, filled as a thin wash (≈ 0.55–0.6 body opacity when bristles are present), plus 3–9 bristle tracks at 30–85 % opacity, each with a random dash pattern and a random early end: that is the flying white. A stroke can be painted up to any fraction of its length (a moving brush tip). - **Wash**: the same polygon painted in 3 passes with jittered vertices at a third of the opacity each, so edges darken where passes disagree (a pooled watercolour edge). - **Depth by layers**: several parallax layers of washes and painted objects; farther = smaller, lighter, less saturated; paper-coloured mist bands between layers. - **Cache finished objects as sprites**; draw stroke by stroke only what is being painted or transformed. - **Everything is a pure function of `t`**; any stroke made inside `render(t)` is built under a fixed seed. ## 3. Colour logic - **Paper is the white.** Never paint pure white; light is unpainted paper. - **Transparent layering**: darker = more passes, not a darker pigment on top. Keep 3–5 hues per scene plus ink. - **Ink** (a warm near-black and a lighter brown) for lines, text, edges and stems only. - **Colour may carry the data or the mood**: blend sky, ground and background by position or time so the palette itself changes with the subject. Map ramps quantised into 4–6 bands read as paint, continuous ramps read as software. - **One accent** (a vermilion, a rain blue) reserved for one element that recurs: a stamp, a marker, a key object. - Examples: arid-to-wet — red ochre → sage → straw → blue-grey → deep green; a harbour at dawn — `#f3e2c8` sky, `#9fb4c4` water, `#5f7486` hulls, accent `#c8442a` buoys; a vegetable garden — `#e8e0c0` soil light, `#8ea860` leaves, `#4e6e3c` shade, accent `#d9632e` pumpkins. ## 4. Type & subtitles - An elegant serif (e.g. Cormorant Garamond) for titles and subtitles, a handwriting face (e.g. Caveat) for notes, a small mono (e.g. IBM Plex Mono, wide tracking) for measured labels, Noto Serif SC for Chinese (subset to the characters used). - Hand notes are drawn twice over a paper-coloured halo, revealed left to right like writing, with a pen leader line that grows to its specimen. - **Subtitles** sit on the paper, not in a box: centred at the bottom, serif italic ~36 px (2 balanced lines max), a second-language line beneath at ~2/3 size, ink at ~78 % over a paper-coloured halo. Hold ≥ max(1.8 s, speech + 0.6 s). - Numbers are spelled out in the TTS text and written as digits on screen. ## 5. Motion quality - **Painting-in is the main motion**: an object's progress is a function of where it sits on screen or of a cue; strokes in a list each take a slice of that progress, so structure appears first. - **Sway** only after an object is finished: a small horizontal skew (`sin(1.15t+φ) + .4 sin(2.7t+2φ)`), ~0.006 for trees, 0.01–0.03 for grass. - **Brush-edge wipes**: a wavy vertical clip reveals a whole scene; lines grow by stroke progress; labels open with a left-to-right clip. - **Mist** erases: paper-coloured layers with a wavy rising edge. - Animated creatures and events may be phased to the music's beat grid so landings hit the beat. - Smooth easing (`ss`, `eio`, `eo`, `ei`); 60 fps suits the slow, fluid brush; nothing jitters. ## 6. Camera grammar A vocabulary, not a route. The picture is one painted sheet; cutting is rare. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Long lateral dolly over a continuous world | a gradient; a journey; cause and consequence | a transect; a route; a timeline | | Vertical tilt along one object | scale; measurement | a tall tree; a building; a depth | | Locked sheet, things painted in | study; attention | a specimen plate; a recipe; a diagram | | Slow push into a detail | the observer leaning in | a seed; an insect; a hand-written note | | Pull-back to a map or diagram | the whole re-framed | where it all happened; a system | | Mist wash to blank paper | chapter end; time passing | a season; forgetting; a new place | | Page turn / new sheet slides over | a new entry in the journal | a new day; a new species; a new case | | Change in time on a locked view | growth; decay; history | a season cycle; before/after; deep time | Framing: generous paper margins; one hero subject per view with its note; labels never cover the subject. Transitions: brush-edge wipes, mist, a page turn, or a continuous camera move; no hard video cuts, no dissolves between unrelated pictures. ## 7. Sound palette - **Music**: acoustic and gentle: felt piano, fingerpicked guitar, woodwinds, light strings, glockenspiel, kalimba, soft pads. A licensed track can be edited with beat-aligned jumps; the picture can then take its beat grid. - **Foley made from the scene's matter**: a paper brush rustle for each painting-in (band-passed noise, light tremolo, a panned sweep); pencil scratch for notes; a soft thump for a stamp; page flips; nature beds and creatures of the subject (birds, wind, rain plinks, water, insects, fire crackle). - **Silence**: the brush lifted: music out, only paper and room; it frames a single painted moment. - **Mix character**: voice forward (RMS a few dB over the music), music ducked ~4 dB under voice with a smoothed envelope, a short soft reverb, final −14 LUFS. Kokoro voices are peaky (~17 dB peak-to-RMS): limit before level-matching. - **Voice**: warm, unhurried documentary read, one line per idea. ## 8. Native moves A menu: use the ones your story needs. - **Painting-in as reveal.** A new thing appears stroke by stroke as it enters. *Fits content like:* the stages of a building; the ingredients of a dish; the organs of a body. - **Burst.** A whole group paints in at once (≤ 1 s) for a peak. *Fits content like:* a festival crowd; a field in bloom; a city lighting up. - **Palette as data.** Sky, ground and background blend by a measured value. *Fits content like:* pollution along a river; temperature by altitude; noise across a city. - **Specimen + note.** One hero object with a hand-written label and leader line. *Fits content like:* a tool kit; a wine region's grapes; parts of a bicycle. - **Mist erase.** The world washes back to paper. *Fits content like:* forgetting; a dream ending; a site demolished. - **Map in time.** A painted map whose fills change continuously through years. *Fits content like:* a language spreading; a coastline eroding; a railway network growing. - **Painted transformation.** Objects cross-fade to a burnt, wet or aged sprite and regrow. *Fits content like:* a wildfire and recovery; a flood; a restoration. ## 9. Pitfalls of the medium - Offscreen wash strips too short flatten tall shapes into flat tops and expose seams on tilts → size strips well beyond the frame. - A translucent wash that ends at its canvas edge shows a hard seam under other layers → extend below the frame and fade to paper with a gradient. - Classic scripts share one global scope: touching a `const` before its declaration in async init leaves `READY` false and every screenshot times out → build everything inside the init; read `[pageerror]` lines. - The stroke builder consumes the global RNG: any stroke created in `render(t)` must be wrapped in `withSeed` or parallel workers disagree. - Thousands of strokes per frame are too slow → sprite cache. - Beat-locked animation must be re-derived when the music edit changes. - New CJK subtitle characters fall back to another font until the subset is rebuilt. ## 10. Engine In `demo/`: `engine.js` (RNG, easing, noise, monotone keyframe tracks; the stroke engine `mk`, `drawS`, `drawList`, `sprite`, `clump`, `edgeOf`, `withSeed`), `plants.js` (plant and prop generators, local coordinates, root at 0,0), `scene.js` (layers, wash strips `washPoly`, world placement `add`, annotations `hand` / `leader` / `note`), `main.js` (map, mist, HUD, subtitles, `render(t)`, async init → `READY`), `paper.py`, `fetch_fonts.mjs`, `mix.py`, `render.mjs`. API table and a minimal example: [DEMO.md](DEMO.md) "Engine reference". ## 11. Variation space You decide the subject, the structure, what gets painted, the palette logic, whether anything is measured, the opening, the ending and the camera. All far from our demo: - Structures: **a journal kept over one year** (locked page per month, each painted over the last); **anatomy of one object** (a single specimen dissected into labelled parts, each part a painted close-up); **a recipe or process** (steps painted top to bottom on one tall sheet, tilting down). - Openings: **a finished painting** that we then watch being painted backwards to its first stroke, and forwards again; **a close-up of wet pigment** spreading, pulled back to show what it became; **a hand-written question** on blank paper, answered by painting. - Endings: **the page left unfinished**, brush lifted mid-stroke; **a close-up of one detail** as the rest fades to paper; **the sheet dries and is filed** into a stack of other pages. --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0028 完整原文结束 ----- ================================================================ 【P0029】油画厚涂 分类:风格模板 / 手绘与绘画 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/impasto/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:11968 说明:灰色雨中广场,第一把红伞撑开,圆舞曲把整个广场刷上颜色。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0029 完整原文开始 ----- # Impasto · Palette Knife — Style Prompt > Thick oil paint laid with a palette knife: big, flat, sharp-edged planes of colour, raked by light so every ridge of paint shows. Clarity first: value structure before texture, hard edges at the focus, calm planes everywhere else. > References (grammar only): the opening titles of *The Umbrellas of Cherbourg* (1964) (overhead choreography read as moving colour); palette-knife street paintings (Leonid Afremov and the genre around him) (knife mosaic, vertical wet reflections, warm lights against cool shadow); Sorolla / Sargent (few, decisive strokes and strong light); Edgar Wright's music-locked editing (one action, one sound, one cut). Never copy their images, compositions, melodies or characters, and never name them in the film. ## 1. Essence, and what it is not A moving oil painting made of knife strokes. Each stroke is a real object: a slanted plane of paint with a ridge where the blade pressed, a lip where it lifted off, broken streaks where the paint ran out, two colours dragged into each other. The world is **repainted from its strokes every frame**, but static paint never moves: only things that move in the story move. Light rakes across a height field, so the paint has body. The look is clear and graphic (readable like a children's book at thumbnail size) but has the tactile surface of impasto at 100 % crop. Not a Van Gogh swirl filter (strokes boiling everywhere), not a brush texture over flat vector art, not watercolour (paint is opaque), not a "painterly" photo filter (strokes are designed, not sampled from noise). ## 2. Materials & rendering - **Value first.** Design each set as a flat, value-planned illustration (3 values minimum), then convert it to strokes. If the reference doesn't read at 480 px wide, no brushwork will save it. - **Stroke sizes by importance and depth.** Coarse to fine: large planes in sky and walls, a few px only at edges and faces (per shape: `maxR`, `detail`, `dir`). - **Strokes never cross shape groups**, so silhouettes stay crisp. Lost edges are opt-in (put two shapes in the same `group`). - **Thin underpainting** (the reference itself, blurred ~1.5 px) under the strokes, so the canvas never peeks through as outlines. - **Knife stroke**: longer than wide (≈ 1.7–3.1 × radius long, 0.95–1.45 × radius wide), slanted ends, small angle and value jitter (≈ ±13°, ±6 %). Solid objects that must read as silhouettes (figures, props) get little or no ragged run-out. - **Light** rakes over a height field; wet or glossy surfaces get slightly more specular. - **Reflections** (wet ground, glass, water) are **explicit stacks of short horizontal knife dabs** under each light source, broken and fading; never a painted rectangle. - Render supersampled (2×). **No film grain**: grain plus compression eats the knife edges. ## 3. Colour logic - Planes of mixed, slightly broken colour; each stroke may drag a second colour (`c2`) into the first. No gradients made by blending pixels: gradients are made by stroke-to-stroke steps. - Warm light against cool shadow is the default temperature structure; the brightest, purest chroma is reserved for the story's subject (a prop, a crowd, a light source), not the background. - **Colour can be an event.** Every stroke can hold a grey and a colour version; a monochrome world with one coloured exception, or a world re-laid from grey to colour, is native to the medium. The grey version is the luminance of the same strokes, slightly cool, with a small colour residue. - Examples of palettes that fit: an after-rain sunset (cobalt → peach → gold sky, ochre facades, full-chroma props); a harvest field (straw yellow, burnt sienna earth, one viridian tractor); a night kitchen (umber shadows, sodium-lamp orange, one cold blue window). Choose from the topic. ## 4. Type & subtitles - Titles are **laid in with the knife** (a stroke-by-stroke `appear` sweep of about a second) and can be taken off by the world (washed by rain, scraped, painted over). They move with the world. - Small text (credits, data, captions) stays crisp DOM text over the painting: knife strokes can't carry small letters. - A serif display face (e.g. Cormorant, OFL). Subtitles, if there is a voice: plain serif, ≤ 2 lines, in a calm plane; hold ≥ max(1.8 s, speech + 0.6 s). ## 5. Motion quality - Static paint is static. Only the things the story moves move (weather, figures, props, ribbons, light). Smooth 24 fps, no stepping: clarity is the brief. - Moving figures are procedural strokes rebuilt each frame from **fixed seeds**, so their paint doesn't boil (walk cycles, IK arms, props that open and close). - Actions sit on the music grid: a change of direction, a pop, a swell lands on a beat. - Anticipation → action → follow-through on every gesture (lift before the strike, dip before the snap, swing after the stop). ## 6. Camera grammar A vocabulary, not a route. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Slow truck + push on a wide | a world observed; patience | a place; a routine; a crowd | | Push-in through a silence | inner pressure | a doubt; a decision; giving up | | Tilt-up from the ground or a reflection | discovery from below | a small character entering; a first sight | | Pull-back from a close-up | reaction; the world answering | consequence; a reveal of who is watching | | Rotating crane-out, overhead | pattern emerging from many | choreography; traffic; a gathering | | Same wide, repeated | before/after | change of colour, season or time | | Locked frame, light moves | time and weather as the actor | a day passing; a storm arriving | | Macro slide along the paint surface | the matter itself | a texture; a crafted object; a map | | Whip-pan into a new painted plate | energy, a jump | a list; montage; travel | Framing: keep the camera **inside the painted plate** (`half = W/2/zoom`), or the canvas shows. The subject gets the hard edges and the smallest strokes; everything else stays in big calm planes. Transitions: paint-over sweeps and scrapes, hard cuts on beats; no dissolves (two layers of knife ridges turn to mud). ## 7. Sound palette - **Foley follows the paint and the world**: palette-knife scrapes on every repaint or paint-over, wet dabs, the materials of the scene (wet stone, nylon, wood, fabric, glass). - **Beds** in layers (a hiss, near grains, one distinct detail), filtered when the camera goes under cover. - **Acoustic instruments with a hand-made grain**: solo strings, accordion, pizzicato, harp arpeggios, glockenspiel or celesta for pops, piano, guitar, woodwinds; a solo instrument for a lonely world, an ensemble for a shared one. - Options: **one action = one sound = one cut** (music-locked edit); pops pitched as a rising arpeggio so a sequence of events climbs; an unresolved phrase that the film resolves later; a hard silence that cuts music and beds to digital zero, containing at most one sound; a J-cut of the next scene's foley into a silence. - Mix: music and ambience duck under any voice (~8 dB); −14 LUFS. Music and foley can carry a film without narration. ## 8. Native moves A menu: use the ones your story needs. - **Colour re-laid by the knife.** Every stroke keeps a grey and a colour version; a reveal wave re-paints them stroke by stroke (`reveal`, `revC`). *Fits content like:* a town waking up; a patient recovering; a brand relaunch; a season turning. - **The one coloured thing.** The world drawn with `grey: 1`, one object with `grey: 0`. *Fits content like:* one person in a crowd; the fruit that ripened; a warning light. - **Motion paints the picture.** Moving objects drip their colour as knife dabs; seen from above, their paths leave a painted pattern. *Fits content like:* a dance; delivery routes across a city; a football play; migration. - **Raking light.** At the peak, drop the light to a grazing angle so every ridge catches it, then let it settle. *Fits content like:* a sunrise; a moment of recognition; unveiling a sculpture. - **Paint-over transition.** The next shot's strokes are laid over the previous one in a sweep (`appear`), with a scrape on the soundtrack. *Fits content like:* a renovation; memory replacing the present; a timeline of versions. - **Sound made visible.** A note or a voice becomes a paint ribbon that carries colour to what it touches. *Fits content like:* a song reaching listeners; a radio broadcast; a rumour spreading. ## 9. Pitfalls of the medium - Confined strokes shrink near edges and leave canvas-coloured outlines → add the underpainting texture. - Draw order in the reference matters: painting the ground after the buildings covers their feet. - Plain rectangles read as posts or blocks → give silhouettes taper, a lit edge, and one or two defining dabs (shoulder, hair, handle). - Proportions carry the object's identity at this stroke size: a prop drawn too wide reads as a different thing. Check silhouettes at thumbnail size. - Film grain or heavy compression destroys the knife edges → no grain, supersample, high bitrate. - Strokes that are re-seeded every frame boil → fixed seeds per stroke. - Engine-level WebGL traps (reserved words, VAO binding) are listed in DEMO.md build notes. ## 10. Engine Files: `demo/engine/impasto.js` (renderer), `demo/engine/plate.js` (reference → strokes). Main calls: `new Impasto(canvas,{W,H,ss})`, `E.begin()` / `E.finish(post)` (raking light + grade), `E.batch()` → `E.draw(batch,o)` for static plates (`cam`, `grey`, `reveal`, `appear`), `E.drawNow()` for moving strokes, `E.under()` for the underpainting, `new Strokes().push({...})` (`KNIFE`, `BRUSH`, `DAB`, `LINE`), `new Ref()` + `paintRef()` (reference illustration → coarse-to-fine strokes confined to shape groups), `strokePath()`. Full parameter table: DEMO.md "Engine reference". Minimal example: a warm-orange four-point sparkle with a short cursor tail, in knife paint. ```js import { Impasto, Strokes, KNIFE, DAB, hex } from './engine/impasto.js'; const E = new Impasto(canvas), s = new Strokes(), c = hex('#D97757'); for (let k = 0; k < 4; k++) { // four tapered knife points const a = k * Math.PI / 2; s.push({ x: 960 + Math.cos(a) * 60, y: 540 + Math.sin(a) * 60, ang: a, len: 120, wid: 46, c, c2: hex('#f0a07a'), type: KNIFE, taper: .95, seed: k }); } s.push({ x: 960, y: 540, len: 40, wid: 40, c: hex('#f6c0a0'), type: DAB, seed: 9 }); // bright core s.push({ x: 1060, y: 610, ang: .6, len: 90, wid: 16, c, type: KNIFE, alpha: .8, seed: 10 }); // cursor tail E.begin(); E.drawNow(s.data(), { grey: 0, run: 0 }); E.finish(); ``` "Only one colour" (monochrome with one exception): draw the world with `grey: 1, reveal: 1e6`, draw the exception with `grey: 0`. ## 11. Variation space You decide the structure, the cast (or none), the sets, the opening, the ending, the camera path, the pacing, whether there is a voice, and where colour lives. All far from our demo: - Structures: **one object, many hands** (a bowl or a boat passes through the people who make and use it, one painted plate per hand); **a still life comes alive** (a locked table whose objects move in turn, the light crossing it hour by hour); **a portrait in layers** (a face painted coarse to fine as a voice tells one life, each layer a decade). - Openings: **the bare canvas** (underpainting only; the first knife stroke is the first event); **macro on a ridge of paint** that pulls back to become a mountain or a roof; **mid-action** (a figure already running across a finished plate). - Endings: **scraped back** (the knife takes the painting off to the underpainting, leaving one mark); **the light goes out** (raking light sinks until only the ridges glow, then black); **the frame in a room** (the film was a painting hanging somewhere, seen by someone). --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0029 完整原文结束 ----- ================================================================ 【P0030】白板讲解 分类:风格模板 / 手绘与绘画 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/whiteboard/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:11582 说明:手机怎么知道你在哪:GPS、原子钟,和相对论每天多出的 38 微秒。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0030 完整原文开始 ----- # Whiteboard Explainer — Style Prompt (v2, no hands) > An explainer drawn live on one glossy dry-erase board: single-line handwriting that is actually *written* stroke by stroke, floating markers with no hand, magnets that can move, an eraser that can rewind, and a camera that travels across the board instead of cutting. > References (grammar only): RSA Animate / Cognitive Media (one continuous board, the camera travels instead of cutting, a full-board view); minutephysics (one sentence = one drawing, the simplest geometry that carries the idea); Steve Reich's *Piano Phase* (two copies of one figure at two tempi as a structure). Never copy their drawings, characters, hands or music. Suits explainers of 60–120 s, usually science or "how does X work". ## 1. Essence, and what it is not - **One physical whiteboard.** Everything the viewer learns is drawn in dry-erase marker in front of them, in real handwriting order. - **The board is a map**: each idea lives in its own region; the camera travels between regions, often led by the pen. Distance on the board = distance in the argument. - **Real marker, not animated text**: ink pools where the nib lands, dry streaks and speckle, strokes overshoot and don't quite close, ghosts of old lessons remain, a glossy sheen drifts slower than the board, and **every stroke makes a sound**. - **No hands.** Markers float with a real cast shadow that grows when they lift, park outside the frame between phrases and fly back in. Magnets and the eraser move on their own. Never draw a hand, an arm or a cursor. Not Blueprint (no blue sheet, no drafting conventions), not Crayon Picture Book (no wax texture, no children's story), not a kinetic-type explainer (text is handwritten stroke by stroke, never animated as blocks). ## 2. Materials & rendering - **Board**: a warm white gradient, a faint scuff and micro-scratch tile, a few dozen **ghost marks** (old words, circles, arrows) at 5–10 % in grey or pale blue, and a soft diagonal **window sheen** (white, 10–16 %) moving at ~0.35× the camera: this one detail sells "glossy". - **Ink**: alpha ~0.94, composited with **multiply** so overlaps darken like real marker. Width 6–11 px for drawing, ~13 % of cap height for lettering. - **Stroke character**: resampled every ~0.6 × width; low-frequency hand wobble along the normal (a few px, long wavelength) plus a finer tremor; chisel-tip width modulated by direction; a pressure ramp at the start and a small taper at the end; circles start at an angle and **overlap past closure**; rectangles are four strokes with small corner overshoot; a darker pooled dot *inside* the start of long strokes. - **Dry-marker texture**: a speckle-and-streak tile subtracted from the ink layer (destination-out), locked to board space, faded out when the camera is wide. - **Lettering**: a single-line (single-stroke) font written in stroke order, each glyph with small rotation, baseline and scale jitter. Missing symbols (μ ≈ → × − ✓ ² ° ±) are hand-defined. - **Props**: dry-erase markers (white barrel, colour band and cap in the ink colour, felt nib), a felt eraser, magnets (glossy, with specular highlight and soft cast shadow). Frame, tray and wall appear only if the camera ever goes past the board edge. ## 3. Colour logic - **Three marker colours at most**, each with a meaning held for the whole film: one dark ink for things and structure, one for signals / measurement / process, one accent for the thing that matters (one accent per region). - **Monochrome variant**: everything in the dark ink, one element in the accent (the "only colour"). - Ghost marks and board stay neutral; the accent never appears on props except its own marker cap and the hero magnet. - Example sets: black `#23262c` / blue `#2a5cb3` / orange `#d97757`; black / green `#2e8b57` / red `#c8363a`; navy `#1f2a44` / teal `#1f8a8a` / purple `#7a4fb3`. ## 4. Type & subtitles - **Handwriting only**: a single-line hand (e.g. EMS Tech, OFL) for all board text; titles large (~120–200 px cap height), labels 30–70 px. - **Title and end card are written on the board** in the same hand. - **Burned subtitles**: an off-white rounded label (~90 %), a handwriting-like face (e.g. Architects Daughter ~44 px), dark text, a short accent-colour marker dash. Split at clauses, ≤ 44 characters per line, bottom ~12 % of the frame kept free for them in every shot. Hold ≥ max(1.8 s, speech + 0.6 s). - **Writing finishes on the word**: a term appears exactly when the narrator says it. - A label is fully in or fully out of every shot it appears in. ## 5. Motion quality - **Hand speed**: every stroke follows a slow-fast-slow curve (`u − sin(2πu)/2π × 0.8`). Strokes are scheduled into a **time window** and the engine solves the speed, so writing always finishes on time. - **Pen hops** between strokes lift in proportion to distance (shadow slides and blurs); long gaps send the pen off-frame to park and back shortly before its next stroke. - **Magnet**: drop with a shrinking shadow; slide with a small lift; lift-off and sink possible. - **Eraser**: constant speed along a path, a wide band at ~90 % strength (a ghost always remains). - **Speed**: faster than real hands (a sped-up lesson) but never so fast the stroke order is lost: a label ~0.3–0.8 s, a title ~3 s. - Camera on ones with real motion blur when it moves fast. ## 6. Camera grammar A 2D camera over a large board (e.g. 8000 × 4500): position, zoom interpolated in 1/z so pushes feel like dollies, a little roll. A vocabulary, not a route. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Pull back from a tiny drawing | scale | a surprising size; context | | Ride the line the pen is drawing | one idea leads to the next | a transition; a process; a path | | Hold still | read now | an equation; a definition; a list | | Whip to a new region | a new idea after a pause | a twist; a "but" | | Return to an earlier region | a callback, for free | reusing a result; a comparison | | Split view of two regions (zoomed out enough for both) | two things at once | a duet; before/after | | Slow push into one symbol | this term is the point | a unit; a variable; a name | | Track along a long diagram | sequence, time | a timeline; a pipeline; a journey | | Pull back past the board edge to the wall | the whole lesson as one picture | a summary; a scale jump | Motion blur: when the camera moves more than ~14 px per frame, render and average sub-frames (≤ 4 px apart). No cuts on the board; if a cut is needed, it is a whip. ## 7. Sound palette - **Every stroke sounds**: band-passed felt-on-gloss noise (a hiss band ~2–7.5 kHz + body ~0.5–1.5 kHz) enveloped by the stroke's own speed curve, a tiny nib tick at the start, stick-slip grains, and on some long strokes the **dry-erase squeak** (a 1.5–2.6 kHz sine with 7–13 Hz vibrato). Each colour sounds slightly different. Pan = the stroke's screen x; closer camera = louder. - **Props**: magnet on steel = click + metal modes + a low board thump; eraser = felt rub modulated by its zig-zag; cap off/on; marker tray bounce. - **Room**: low room tone; a single diegetic ticker (a wall clock, a fridge hum, a projector fan) can own a silence. - **Music** options: a solo piano figure; a small jazz trio with brushes; plucked strings and kalimba; a synth arpeggio for tech topics; clockwork minimalism (marimba, pizzicato, woodblock, glockenspiel). Mickey-mouse details: a rising whistle for growth, pings for signals, a harp run for a fall. - **Techniques to pick from**: adding one instrument per step of a mechanism; a key change when the frame of reference changes; a full stop into silence before a surprise; the previous cue reversed and squeezed for a rewind; two copies of one figure at two tempi (phasing) for anything that diverges, snapping into unison when resolved. - **Mix**: voice on top (compressed, light room), music well under voice and ducked further under speech, foley ~11 dB under voice; −14 LUFS. ## 8. Native moves A menu: use the ones your story needs. - **Writing in stroke order.** The reveal is the explanation: a formula term by term as it is spoken. *Fits content like:* compound interest; the Drake equation; a recipe's ratios. - **The pen leads the camera.** Transitions are drawn lines the camera rides. *Fits content like:* a nerve signal; a supply chain; the water cycle. - **Magnets.** The only things allowed to move on a board: give the hero to a magnet; slide, lift, drop, sink it. *Fits content like:* a delivery truck on a route; a cell in a bloodstream; a player on a pitch. - **The eraser rewinds.** Wiping a trail backwards reads as undoing time. *Fits content like:* an undo in software; reversing a chemical reaction; "what if we hadn't…". - **Two pens at once.** A live duet comparing two quantities. *Fits content like:* two savings plans; two runners; a population vs its food supply. - **Ghosts of the old lesson.** A faint previous drawing becomes relevant. *Fits content like:* a theory replaced; last year's forecast; a first draft. - **The full-board view.** Every region seen at once as one picture. *Fits content like:* a system diagram; a history; a map of a field. ## 9. Pitfalls of the medium - **One pen, too many jobs** drifts later and later → give each drawing a deadline window and let overlapping jobs go to another pen. - **Minimum stroke duration × many dashes** makes a dashed line take seconds → dashes need their own floor. - **A pooled-ink dot bigger than the stroke start** leaves halos on every letter → keep it inside. - **Punctuation vanishes** (a font period is a 1 px stroke) → render sub-width strokes as dots. - **Labels half-cut by a push-in** look sloppy. - **Motion blur with few sub-frames** strobes text. - **Eraser paths** crossing labels you want to keep. - **Voice and phoneme set mismatch** (a British voice with US phonemes) mispronounces → match the language code to the voice; ASR-check. ## 10. Engine `demo/engine/wb.js`: hand-drawn shapes (`line`, `curve`, `poly`, `arc`, `circle`, `rect`, `arrow`, `dashed`, `hatch`), `text()` in writing order from a single-line font (`loadFont`), `Stroke`, floating `Pen`s, `Timeline.draw(pen, shapes, t, {by})` (solves hand speed to a deadline), `Timeline.erase`, `Timeline.cue`, keyed `Camera`, `Board` (ink multiply, dry texture, erasers, sheen, props), prop drawers. API table and a minimal example that draws something new: [DEMO.md](DEMO.md#engine-reference). ## 11. Variation space You decide the topic's object, the board layout, the colours within the logic, the voice, the music family, the camera route, the opening, the ending and the length. All far from our demo: - Structures: **a proof** (one claim at the top, the board fills downward step by step, each step boxed when proven); **a debate** (two pens, two halves of the board, each drawing its side until the drawings meet in the middle); **a timeline** (one long horizontal line ridden left to right, with events hanging off it). - Openings: **a question mark** drawn huge in the centre, then shrunk to become a dot in the first diagram; **an erased board** where the ghost of a wrong answer is still visible; **a magnet dropping** onto an empty board with a clack. - Endings: **the answer circled** twice and the pen capped; **the board wiped** except for one line that survives; **a push into the smallest symbol** on the board, which becomes the title. --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0030 完整原文结束 ----- ================================================================ 【P0031】蜡笔儿童绘本 分类:风格模板 / 手绘与绘画 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/crayon-book/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:11277 说明:月亮失眠了,小女孩爬上屋顶给它唱摇篮曲。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0031 完整原文开始 ----- # Crayon Picture Book — Style Prompt > A picture-book page drawn live in wax crayon on toothy paper, with a watercolour wash that reveals what the crayon was hiding. > References (grammar only): Raymond Briggs' *The Snowman* (1982) (hand-textured frames that breathe, wordless tenderness, a lyrical passage carried by one tune, still backgrounds with living figures). Copy none of its characters, song or imagery, and never name it in the film. ## 1. Essence, and what it is not A children's picture book page **being drawn while you watch**: wax crayon on warm off-white paper, a limited box of crayons, child-logic perspective, colour that spills past the outline, and every line gently **boiling** because each frame is a fresh drawing. The tone is picture-book storytelling: tender, unhurried, music-led, a few lines of narration that are literally the words printed on the page. Any topic becomes **one page of a picture book that gets finished**: drawing and colouring are the plot. It is not "cute vector art with a crayon filter": the look comes from **material physics** (wax sticks only to the peaks of the paper tooth, pressure decides how much of the tooth it reaches, watercolour is repelled by wax). Not a whiteboard explainer (no marker, no hand), not a watercolour painting (the wash is a guest, the crayon the host), not a chalkboard. ## 2. Materials & rendering - **Paper**: warm off-white (around `#f4efe3`). The tooth is **anchored to the page** (it pans with the camera; on zoom two octaves cross-fade so grains stay ~1 px on screen), never screen-fixed: three octaves of value noise plus a horizontal fibre term. A final pass embosses it (lit top-left), less where wax filled the tooth. Low mottling ±2 %, warm vignette. - **Wax adhesion (the core rule)**: every crayon layer is a canvas where RGB = colour and **A = pressure**; the shader deposits wax where `tooth > 1 − k·pressure` (soft edge). Light pressure = speckled peaks; heavy = almost solid, slightly darker. - **Strokes**: ribbons with a low-frequency hand wobble (1–2 px), width ±15 %, tapered ends, a denser core and 1–2 thin streaks. Characters and buildings get the heaviest outline; refined "adult" objects about half. - **Colouring**: back-and-forth zig-zag hatching with a visible gap, each pass at a slightly different pressure; **overshoot the outline by a few px**; a lighter cross-hatch pass on big areas. - **Watercolour wash**: a separate density canvas multiplied over the page. Pigment pools at edges (density minus blurred density), granulates in the deepest pits, blooms with noise, and is **resisted by wax** (density × (1 − ~0.9·wax coverage)). Brush strokes are wide bands with bristle streaks and a darker wet leading edge while moving. - **Occlusion**: a front part erases what is behind it inside its outline; characters "keep the paper white" behind them (a knock-out that restores paper and resets wax), the way a child draws the figure first and colours around it. - **Characters**: a skilled adult imitating a child: round head (≈2.5 heads tall), dot eyes with a white-wax catchlight, pink cheeks, tube limbs, mitten hands, bold hair shapes; objects with faces get big eyes and eyelids. **Child perspective**: gable front + slanted side wall; people bigger than doors. ## 3. Colour logic - **A box of about a dozen crayons, never more.** Outlines in one dark colour (indigo, dark brown, plum), **never black**. One white crayon reserved for wax resist. - **At most one watercolour** per film, chosen for what it reveals (ultramarine for night, rose for dawn, sap green for rain). It never paints the characters. - Saturated crayon on lots of bare paper; value comes from pressure, not extra hues. One accent on a character may echo the story. - Example boxes: *seaside* — navy line, coral, sand, teal, turquoise, lemon, white; *orchard* — brown line, russet, apple red, mustard, olive, plum, cream, white. ## 4. Type & subtitles - Subtitles are **the book's printed words**: a handwriting face (Patrick Hand, OFL), 50–56 px, in the outline colour, bottom-centre, each glyph tilted and offset, boiling on twos, written left→right in ~0.35 s, on a ragged knock-out patch of blank paper (never a dark box). Hold ≥ max(1.8 s, speech + 0.6 s); none during wordless music. - Titles are hand-lettered on the page (Gaegu Bold or similar), written letter by letter. You can't fade crayon: a title leaves by the camera moving off it, a page turn or being coloured over. ## 5. Motion quality - **Everything drawn steps at 12 fps** (lines, colouring, characters, boil seed); camera, the wash's leading edge and twinkles run at 24 fps. - **Boil**: each stroke re-jitters offset (<1 px), wobble and hatching rows every 2 frames. Characters full, background lines ~0.6, background colouring still (it also halves the bitrate). Calm the boil to about half when the film goes quiet. - **Drawing on**: lines reveal along their length in 0.4–0.9 s; colouring row by row; text letter by letter. - **Acting**: substitution, a new drawing per pose on the beat; two key drawings alternate for a repeated action. Big simple poses; a child's drawing doesn't in-between. - **Colouring is an action**: being coloured in *is* doing (a coat scribbled on = putting it on; pink scribble = blushing; a wash = night falling). ## 6. Camera grammar The camera moves over a large page. A vocabulary, not a route; every move needs a reason. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Locked full page | Paper before drawing; the whole picture | a beginning from nothing; a tableau; a reveal that needs the page | | Push toward a character | "This one" | a title giving way; a feeling arriving | | Locked medium close-up | Substitution poses act | comedy; a decision; a small failure | | Tilt along a gaze | We see what they see | discovery; longing; something huge | | Tight follow | The world draws itself ahead of the subject | a brave act; a path; building | | Held wide while the brush moves | The material is the motion | a wash reveal; weather; day or night falling | | Slow truck across the page | Reading left to right | a list; a sequence; a family | | Pull out past the page edge | The page is an object | a book on a table; a fridge drawing | | Page turn | New chapter, time jump | before/after; the next day | Key figures ≥ 1/4 of frame height in close shots; keep bare paper at the bottom for the printed words. Transitions: drawing on, colouring over, the wash, a pan or a page turn; never a dissolve. ## 7. Sound palette - **Small wooden and metal-toothed instruments, no strings or grand piano**: ukulele or nylon guitar, clarinet or bassoon (bass, humour), music box (can wind down with a pitch droop), glockenspiel or celesta (a note per uncovered sparkle), toy piano (one note per counted thing), flute or recorder as the singing voice, shaker and woodblock. A simple lilt; one theme can be held back and heard in full once. - **Silence is a beat**: a full beat of nothing after a failure; a short breath before a wordless passage. - **Foley follows the material**: crayon = stick-slip band-passed noise whose grain follows stroke speed (colouring = rhythmic swishes); wet brush = soft low-passed noise with bristle grain, panned with the stroke; felt puffs, fabric swishes, a sharpener, a crayon set down, a page turn (lift / whoosh / flap). Ambience: faint crickets or birds, room tone, a distant clock. - **Mix**: music under narration, rising for wordless passages; metal voices get a gentle high lift. −14 LUFS. - **Voice**: a soft, warm storyteller, short lines with breaths. Compress before EQ, cut the highs, de-ess, a warm near-field reverb far under the dry voice; a few dB over the bed, never louder. Whisper-check every line, dry and on the final mix. Avoid famous-book phrases. ## 8. Native moves A menu: use the ones your story needs. - **Wax resist.** White crayon is invisible until a wash passes; hide the payoff in plain sight from the first frame. *Fits content like:* a farewell message; a product's hidden feature; roots under a garden. - **Drawn live.** The world draws itself just ahead of the hero. *Fits content like:* a bridge plank by plank; a journey map; a company timeline. - **Colouring is an action.** *Fits content like:* a town lighting up window by window; a team putting on kit; fruit ripening. - **Boil.** A held frame is alive; calming it quiets the film. *Fits content like:* a pause for thought; grief; rest. - **Child logic.** Wrong perspective, faces on objects, numbers in the sky. *Fits content like:* a launch countdown; a talking house on insulation; a sun that clocks out. - **It is a book.** Pull back to the object; turn the page. *Fits content like:* a year in review; a "chapter two"; a thank-you card. ## 9. Pitfalls of the medium - Gaps between wash bands leave white stripes → overlap bands and cover all intended paper. - Wavy band edges and wide light streaks read as hills → small high-frequency waviness, thin faint streaks (α ≤ 0.12). - Light-pressure colouring goes muddy under a wash → pressure ≥ 0.8 or cross-hatch wherever the wash crosses. - Text where the wash passes survives it (wax resists) → place it elsewhere or accept it. - Characters vanish under a wash → composite them *after* the wash. - Outlines over hair read as a headband → outline hair masses on their outer edge only. - Knock-out drawn into a plain layer shows as grey crayon → use a dummy canvas. - Page turn from rectangle strips shows a staircase → an affine transform per strip. - Double vignette/emboss at a page-to-object transition → page with vignette 0, ramp the outer scene's in. - Screen-fixed tooth bloats the file → anchor it, don't boil background fills, no ffmpeg grain. - Reverb IR from unit-variance noise is hugely loud → scale wet to ~18 dB under dry. ## 10. Engine In `demo/`: `gl.js` (WebGL2 compositor: paper, wax adhesion, knock-out, watercolour + resist, emboss/vignette/lamp), `crayon.js` (`line` ribbons with taper, streaks, boil; `fill` hatching with overshoot; `text`; shapes), `rig.js` (occlusion + knock-out parts, limb tubes), `sheet.js` (model sheets, `?test=model&page=…`), `end.js` (page on a desk, page turn). Draw your own character's model sheet with them before any shot. File map and commands: [DEMO.md](DEMO.md#build-notes). ## 11. Variation space You decide the structure, the characters (or none), the page, the opening, the ending, the camera path, the pacing, the crayon box and whether there is a wash. All far from our demo: - Structures: **a colouring-book page** (all outlines there from frame one; each idea colours one area); **a flip through several pages** (one stage per page, joined by turns); **two children, one page** (two crayon colours argue, then combine). - Openings: **a finished page rubbed out** to begin again; **a crayon tip in extreme close-up** mid-stroke, pulling back; **a crumpled page being flattened**. - Endings: **the page taped to a fridge** among others; **a last scribble** filling the frame with one colour; **a stray splash of water** finding the white-wax message. --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0031 完整原文结束 ----- ================================================================ 【P0032】钢笔淡彩 分类:风格模板 / 手绘与绘画 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/urban-sketch/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:11716 说明:公园只是一张钢笔速写,风把草帽吹到哪里,哪里才有颜色。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0032 完整原文开始 ----- # Urban Sketch · Pen & Wash — Style Prompt > A sketchbook page drawn on location: fine sepia fineliner lines that wobble, overshoot and never quite close, with loose transparent watercolour dropped on top. The colour sits slightly off the lines, spills over them, and dissolves into cream cold-press paper at the page edge. > References (grammar only): > - Urban-sketching sketchbook pages: line first, then wash; colour off-register; handwritten date and place in the corner; the page edge breaking up into dabs. > - *Paperman* (2012): a monochrome world with one coloured object. > - *The Red Balloon* (1956): an object as the protagonist, the camera following it across a city. > - Jazz waltz (the Vince Guaraldi school): 3/4 swing, walking bass, brushes, a woodwind lead. > > Nothing is copied from these: no characters, melodies, layouts or type. ## 1. Essence, and what it is not Reportage drawing, made on location in a few minutes. Two layers that stay visibly separate: 1. **Ink.** One thin, near-constant line (a 0.3–0.5 mm fineliner) in dark sepia. It wobbles slightly, overshoots corners by a few pixels, breaks mid-stroke, and suggests rather than describes: a few window marks instead of a grid, scalloped fragments instead of a whole tree outline. 2. **Wash.** Transparent watercolour glazed on top, **misregistered** by 1–3 px from the line, sometimes spilling past it, leaving paper white for highlights and figures (reserves). Dried edges are darker (pigment pools at the rim), and pigment granulates into the paper tooth. **The page is part of the image**: warm cream cold-press paper with large-scale mottling and fine tooth. Nothing is painted edge to edge; the painting frays into leaf-sized dabs and white holes, leaving margins for handwriting. Not Watercolor Brush (no line-free wet-in-wet painting, no painterly edges without ink), not Whiteboard (no marker, no explainer diagrams), not Chinese Ink Wash (no brush calligraphy, no monochrome ink tones). Line and wash, both, always. ## 2. Materials & rendering - **Paper**: two octaves of fbm mottling (a few %), a tooth tile multiplied over everything, figures included. - **Ink**: ~96 % coverage; world line width thinner far, thicker near (e.g. 1.3–3.4 px); wobble ~1 px; overshoot 3–8 px; a third to half of long strokes get one small gap. Strokes are baked with their **draw time per pixel**, so the shader plays back stroke order. - **Wash**: 2–3 rough-edged layers, multiply, alpha ~0.4–0.65, offset from the line by about one line width, a dried edge at 30–40 %; granulation = pigment × (0.82 + 0.36 · fbm). - **Colour arrival field**: every pixel has a time at which colour reaches it. The wash is revealed through it with a ragged wet front (darkened band just behind the front) and noisy edges. Figures bloom from a point with a noisy circular clip. - **Foliage**: pale base wash, then light and shadow masses, then small leaf dabs coloured by light direction, holes at the rim, scalloped ink only on the outline. - **Sky**: a few big soft washes at low alpha, fading upward; clouds are reserves with a tinted belly. - **Buildings**: local colour; shadow side mixed ~45 % with a cool violet-grey; distant blocks mixed ~50 % with a haze colour. - **Figures**: a 3D skeleton in orthographic projection; torso from cross-sections; limbs as organic tapered tubes; hair and head as one mass; face left blank (one nose tick in profile); shadow side mixed with violet. - **Page edge**: a noisy boundary, a white-dab band inside, a coloured-dab spray outside. - Deterministic: same seed, same marks. ## 3. Colour logic - **Ink is one colour** (dark sepia or warm black); it never changes. - **Wash is local colour, lightly**: few pigments, mixed on the page; shadows are the local colour mixed toward one shared cool violet; distance mixes toward one haze. - **Paper white is the brightest value**; it is reserved, never painted. - **Colour can be withheld**: a page may be ink-only with colour as an event (one tinted object, colour arriving with a cause). - Example palettes: park in summer (lawn `#c3c96f`, leaves `#7fa04a`, sky `#9fbcd6`, limestone `#d8c6a0`); harbour morning (sea `#7fa6b8`, hulls `#c9573f`, rope `#c8a86b`, sky `#bcd0dc`); winter market (roofs `#8b93a6`, lights `#e2b04a`, awnings `#b8483e`, snow = paper). ## 4. Type & subtitles - **All text is handwriting on the page**, written on left to right with pen sound, and moves with the camera: a corner note (e.g. Reenie Beanie: day, time, weather, place), titles and colophon in a casual hand (e.g. Caveat 500–600), left-aligned in the blank margin. - **Subtitles**, if there is a voice: handwritten lines in the page margin or a caption strip written into the lower margin, never a generic overlay box. Hold ≥ max(1.8 s, speech + 0.6 s). - The style works well without any voice. ## 5. Motion quality - **Figures boil at 12 fps** (line wobble and wash seeds change every 1/12 s). The static page does not boil (it is a real page); the camera moves every frame, smoothly. - **Performance**: anticipation, action, follow-through; footsteps on the beat. - **Invisible forces are drawn**: wind as ink curls that draw on and erase from the tail, trailing dabs; sound as ink lines; heat as wavy strokes. - **Colour never snaps**: it blooms from a point or arrives through the field. - Stroke-order draw-on for anything that "appears". ## 6. Camera grammar A 2D camera over a large page (e.g. 5120 × 2880). Designed moves use cubic easing; follow shots use a critically damped spring on a lead-ahead target, so the camera lags like a hand-held follow. A vocabulary, not a route. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Push-in | attention; a detail observed | a face; a sign; a small event | | Lateral follow on a spring | travel, pursuit | an object carried; a walker; a vehicle | | Crane up | a new level, a view opening | a skyline; a tree; a balcony | | Whip-tilt with slight roll | sudden change of direction | a fall; a gust; a surprise | | Punch-in with a short shake | impact | a catch; a collision; a door slam | | Pull back to the whole page | scale; the sketch as an object | a summary; a place in full | | Tilt into the margin | from picture to words | notes; a date; a title | | Slow pan across a line-only area | the world before colour | a quiet start; memory | | Hold while the pen draws | the act of noticing | a subject being drawn | | Page turn to a new spread | another time or place | a travel diary; a sequence of days | Framing: subjects ≥ ⅓ of frame height at story beats; a small key object gets a faint paper halo (reserve) so it reads over busy foliage. Transitions: camera travel on the page, page turns, or colour arriving; no dissolves. ## 7. Sound palette - **Ambience from the place**: paper room tone first, then the location once it has colour (birds, traffic, harbour gulls, market chatter). J-cut a place's sound a bar before we see it. - **Pen on cold-press paper**: band-passed noise (~1.6–7.5 kHz) with a fibre texture and grain clicks, one burst per real stroke; thousands overlap into a hiss during a fast sketch; brighter short strokes read like a hi-hat. - **Water and brush**: a wet brush "shhh" for blooms, a jar rinse, a drip. - **Foley follows objects** at sketch scale: fabric or paper flapping for things in the wind (rate and level from speed, pan from screen x), steps on the beat, bells, splashes. - **Music families**: a jazz waltz (walking bass in three, brushes, piano, clarinet or flute); a café accordion trio; solo nylon guitar; a string quartet pizzicato; a brass band for crowds. One colour instrument per area of the page works well. - **Silence as a tool**: a bar of true silence (ambience included) at the height of suspense; the first sound after it is the next gesture. - **Mix**: music ducks under key hits; foley high-passed ~90 Hz; −14 LUFS, moderate LRA. ## 8. Native moves A menu: use the ones your story needs. - **Line before colour.** The pen draws a subject in real stroke order, then the wash drops in; the drawing is the spectacle. *Fits content like:* a cathedral façade; a chef plating a dish; a street musician. - **Colour as arrival.** Wash spreads from a source with a wet front, so an event paints the page; figures stay frozen line drawings until colour touches them. *Fits content like:* a sunrise over a harbour; a parade moving down a street; the lights of a market switching on. - **The one coloured thing.** A colourless sketch with a single tinted object that becomes the protagonist. *Fits content like:* a red umbrella in the rain; a yellow taxi; a child's kite. - **The page as frame.** Pull back until the whole page shows, edges dissolving, handwritten notes in the margin. *Fits content like:* a travel diary entry; a neighbourhood portrait; a day in a place. - **Carrot people.** Distant crowds as one wash blob, two leg lines and a head dot. *Fits content like:* a station at rush hour; a stadium; a beach. ## 9. Pitfalls of the medium - **Straight edges in the colour field** from clipping by a bounding box → clip by the actual noisy distance. - **Rectangular masks around complex silhouettes** leave notches → mask with the real stepped silhouette. - **Characters losing colour** when they move into unpainted areas → sample arrival once (or tie it to the event), never at the current position. - **Static ink can't be occluded by later washes** → erase far ink inside nearer shapes before drawing; use carrot people for far crowds. - **IK feet pinned while blending poses** splay the legs → blend foot targets toward under-hip. - **Front-facing heads go bald** → draw the hair mass, then knock the face out of it. - **Big canvases in headless Chrome**: pack ink and time into RGBA byte textures yourself and upload the arrival field as a filterable float texture (`R16F`). - **Painting edge to edge** kills the sketchbook feel → leave margins and fray the edge. ## 10. Engine `demo/engine.js` (deterministic): `penStroke` + `drawPen` (fineliner with wobble, overshoot, gaps, draw-on), `rasterPen` (bakes stroke order into an ink + time layer), `wash`, `reserve`, `dab` / `foliage`, `arrivalField` (colour arrival per cell from sources), `compositor` (WebGL page: paper × wash revealed by arrival × ink revealed by stroke time), `figure` + `drawPrims` (sketched people), `sketchShape` (any shape in this style in one call), `handwrite`. `demo/poses.js` holds a pose library. API table and a minimal example that draws something new: [DEMO.md](DEMO.md#engine-reference). ## 11. Variation space You decide the place, the subjects, what colour does (always there, withheld, arriving), the voice (or none), the music family, the camera path, the opening, the ending and the length. All far from our demo: - Structures: **a travel diary** of five pages, one per day, each page turned by the wind or a hand; **a single street corner** drawn at four times of day, the wash changing while the ink stays; **a recipe** where each ingredient is drawn from life at the market and the final dish is painted last. - Openings: **the blank page** with only the handwritten date, then the first line of the horizon; **a close-up of a coffee cup** on the page's edge, pulling back to find the city drawn behind it; **rain dots** landing on the paper and blooming into the first washes. - Endings: **the sketchbook closes** on the page; **the last figure walks off the page** into the blank margin; **the colour drains** back to ink as the evening comes, leaving one lit window. --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0032 完整原文结束 ----- ================================================================ 【P0033】低多边形等距 分类:风格模板 / 材质与 3D 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/lowpoly-island/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:12224 说明:空海里一格格长出小岛和村庄,每放一块响一个音符,直到星空。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0033 完整原文开始 ----- # Low-poly Isometric Island — Style Prompt > A tiny faceted world seen through an orthographic isometric lens: everything is a geometric block, and everything that appears arrives with a bounce and a note. > References (grammar only): *Townscaper* (building is the performance; every piece lands with a springy bounce and a sound; pieces sprout small details by themselves); *Monument Valley* (isometric geometry, soft pastel palettes, gradient skies, calm pacing, lots of empty space). Never copy their grids, buildings, characters, UI or typography, and never name them on screen. ## 1. Essence, and what it is not A miniature world built from **flat-shaded low-poly geometry** (hexagonal tile columns, box buildings with prism roofs, cone and icosahedron trees) floating in a faceted sea or void, watched by an **orthographic camera** at an isometric angle. No perspective and no horizon: distance dissolves into a **screen-space sky gradient**, so the world looks like a model suspended in colour. **Light, not texture, tells time**: every facet changes colour as the sun moves; in the dark only emissive blocks keep their colour. Not a voxel game (no cubes-of-cubes, no pixel texture), not a tilt-shift photograph of a real place (no perspective, no photo detail), not a smooth-shaded 3D cartoon (no rounded normals, no subsurface). ## 2. Materials & rendering - **Geometry** (world unit = one hex tile's circumradius): pointy-top hexagonal columns (`CylinderGeometry(r, r, h, 6)`), axial → world `x = √3(q + r/2)`, `z = 1.5 r`. Terrain height encodes material (sand low, grass, hills, rock highest). A thin separate top cap sits over a darker side colour; **sink the side column's top below the cap** or it z-fights. Leave a small gap between tiles so AO draws the seams. - **Props** are primitive assemblies: boxes, prisms, low-segment cylinders and cones, icosahedra at detail 0, pinched boxes. Emissive parts (windows, lamps) get their own material per object so they can light individually. - **Materials**: `MeshStandardMaterial({ flatShading: true, roughness ≈ .9 })`, **no textures**. Jitter each tile's lightness a few percent so the ground isn't a spreadsheet. - **Water** (if any): a dense non-indexed plane displaced by summed sines in the shader, flat-shaded so each triangle glints on its own (not too low a roughness or facets flash white); a coarse plane below for zoom-outs; a **shallow map** redrawn per frame where land exists, mixing deep → shallow colour with a faint foam rim; a thin transparent ring at each tile's water line for surf. - **Sky without a horizon**: in post, linearise the orthographic depth and blend distant pixels into a vertical screen gradient; set haze start/end as fractions of frustum height × cot(elevation) so the horizon band stays in the top third at any zoom. Stars (hash grid, twinkle) only where haze is thick. - **Post**: MSAA + depth → **GTAO** (mandatory: it draws the seams between tiles and under roofs) → sky/haze composite → a very light tilt-shift at the frame edges → bloom (stronger at night) → pastel grade → Neutral tone mapping. Supersample 2×. - **Light beams** (searchlight, projector, torch): a camera-facing ribbon with a Gaussian profile, bright at the root and fading with distance, plus a wider faint halo copy; light the surface under it in its own shader. ## 3. Colour logic - **Pastel, low contrast, a handful of hues**: one ground family (sand/grass/earth or its equivalent), one neutral rock, and a small set of wall and roof colours repeated across buildings. - **Time of day is a keyframed set of colours** (zenith, horizon, deep, shallow, sun colour, intensity, elevation, azimuth), interpolated. Day is airy and cool; dusk warms the horizon; night desaturates everything toward blue-violet. - **At night, warm emissives are the only bright things** (windows, lamps, a beam). Keep the sun sideways to the camera in key shots (low sun behind the target turns faceted water into glare); water receives no shadows. - No outlines, no black; shadows and AO are the only darks. Examples of world palettes: sand, grass and coral roofs under a pale-blue day; snow tiles, pine greens and red cabins under a lilac sky; terracotta mesas, sage scrub and turquoise pools under an apricot dusk. ## 4. Type & subtitles - Geometric OFL sans faces: a rounded one for subtitles (e.g. Quicksand 600), a geometric caps face with wide tracking for titles (e.g. Josefin Sans). - **Subtitles**: no box; warm white with a soft dark-blue drop shadow, centred low; a small flat-shaded tile icon beside them whose top colour follows the time of day. Hold ≥ max(1.8 s, speech + 0.6 s), never overlapping the next line or a title. - **Titles behave like tiles**: letters rise one by one from under a water line, overshoot and settle. - A text card over the world leaves a gap where the world stays visible. ## 5. Motion quality - On ones (24 fps), smooth. The charm is in the **arrival curves**, not stepping. - **Rise from below**: a short cubic ease up, then a damped-sine overshoot; a splash ring and spray the moment it breaks the surface. The event time is when it settles. - **Drop and stack** (floors, roofs, rings): a fast ease-in fall, a damped bounce, and volume-preserving squash-and-stretch on landing. - **Pop** (trees, lamps, details): scale `1 − e^(−k s)·cos(ω s)`, about 25 % overshoot. - **Life**: mills turn, smoke puffs, birds circle, boats bob with the same wave function as the water (evaluated on the CPU). - **Schedule growth on the music grid**: at most one piece per smallest slot, so every event keeps its own note; accelerate by density (halves → quarters → eighths), not by tempo. - Never moves: the projection (no perspective, no fov change). ## 6. Camera grammar `THREE.OrthographicCamera`. **Frustum height is the zoom** (a few units for a close-up, the whole world at a dozen or more, hundreds for a scale reveal); place the camera ≥ 3 × frustum height away or the bottom of the frame looks under the sea. A vocabulary, not a route. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Turntable (azimuth sweep) | the thing seen from every side | building; inspecting; a product assembled | | Pure orthographic zoom (frustum change) | scale without perspective | a detail in context; smallness; a world among worlds | | Elevation change | low (≈20–25°) widens the sky band; high (≈50°) reads as a map | night and stars; a sweep across the whole world; a plan | | Locked 3/4 wide | the world lives on its own | lights coming on; time-lapse; waiting | | Tight close-up on one arrival | the bounce and the splash | a key piece; a milestone; a gag | | Side angle trailing a mover | travel across the frame, never at the lens | a delivery; a departure; a route | | Lateral truck along a row of tiles | a list, a sequence | steps of a process; a timeline | | Time-lapse sun sweep, camera still | light is the time machine | a day; a season; history | Intercut wide and close on beats: wide shows the shape growing, close sells the bounce. Transitions: hard cuts on the beat, a time-of-day change, a zoom through the sky; no dissolves, no perspective whip-pans. ## 7. Sound palette - **Music can be event-driven**: growth events carry a note, and the score synthesizes each one at its exact time, so the picture writes the tune. Pitched percussion suits the facets: marimba, kalimba, woodblock, bells, vibraphone, celesta, steel drum; underneath, a soft pad, a gentle ostinato, light shaker or soft kick. Pentatonic or modal material keeps any order of notes consonant. **No piano, no strings.** - **A single note can be a motif**: one sound owned by the world (a bell, a chime, a horn) that returns changed. - **Foley follows material**, all synthesizable: bubble sweep + splash with droplet ticks for rising tiles (bigger = lower); wooden knock plus a quieter bounce knock for floors; ceramic clack for roofs; hollow plank knock; heavy stone thunk; glass tink; a low whump with electric hum for anything switching on. - **Beds**: low-passed brown-noise water with swells, birds as downward-gliding FM chirps, creaking wood, crickets or wind at night. - **Silence**: drop to a low drone and a bed; a moment of digital zero on the music bus before a big downbeat. Options: thin the ostinato to one voice instead of stopping it; let the world's own events carry the rhythm for a passage. - **Voice**: clear and gentle, few short lines; avoid words that collide with the film's subject (a film about notes: "sea" heard as "C"). - **Mix**: voice compressed and well above the music, music ducked under it, −14 LUFS; **grain 0** (flat colour shimmers with grain). ## 8. Native moves A menu: use the ones your story needs. - **Building is composing**: every piece that lands plays a note; a later sweep can replay them in spatial order as a finished melody. *Fits content like:* a skyline whose floors are notes; a team assembling a product; a garden whose flowers form a chord. - **Procedural growth**: tiles rise, floors stack, trees pop. *Fits content like:* a startup's first year; a coral reef recovering; a neighbourhood being planned. - **Scale by pure zoom**: one object fills the frame, then the world becomes a speck (or the reverse). *Fits content like:* one user among millions; a village on a continent; a data centre inside a network. - **Turntable**: a continuous rotation around the thing being made. *Fits content like:* a machine being assembled; a museum object; a house renovation. - **Light as clock**: shadows sweep and facets re-colour. *Fits content like:* a day of a shop; a year of a farm; a shift at a hospital. - **Emissive blocks in the dark**: lights coming on one by one, a beam sweeping like a clock hand. *Fits content like:* a network going live; a town at nightfall; volunteers joining a cause. ## 9. Pitfalls of the medium - `perspectiveDepthToViewZ` in shared post code is wrong for an orthographic camera → `orthographicDepthToViewZ`. - GTAO renders sprites and transparent objects as solid quads → hide them during the AO pass; set `visible = false` at zero opacity. - Side column and top cap sharing one plane → z-fighting → sink the column. - A double-sided additive cone reads as two white lines → a camera-facing Gaussian ribbon + halo. - Camera too close for its frustum → the frame bottom shows below the sea → distance ≥ 3 × frustum height. - Two pieces landing in one grid slot muddy the melody → one piece per slot. - `half` is a reserved word in GLSL. ## 10. Engine In `demo/` (three.js): `world.js` (hex layout, primitive props, growth schedule → events with notes, arrival curves), `sea.js` (faceted wave shader, shallow map, beam-lit water), `post.js` (ortho post: GTAO → sky/haze + stars → tilt-shift → bloom → grade), `story.js` (beat grid, time-of-day keyframes, shots), `main.js` (renderer, lights, per-shot cameras, HUD, event export), `music/score.py` (event-driven score; `music/check.py` compares audio onsets and pitches with the events), `mix.py` (foley, beds, ducking). File map and build steps: DEMO.md. ## 11. Variation space You decide the world (island, town, orchard, factory floor, planet), what grows or changes, the palette within the colour logic, the opening, the ending, the camera path and the pacing. All far from our demo: - Structures: **erosion** (a finished world loses pieces one by one, each removal a falling note, until only the essential piece remains); **two worlds** side by side trading pieces across a gap until they join; **a year in four seasons** on one fixed world, the palette keyframes carrying the story. - Openings: **mid-construction** (a busy half-built world, many pieces already dropping); **from above** (a top-down map that tilts down into isometric); **the full world first**, then a push into one tile where the story lives. - Endings: **a close-up on one final piece** landing, no pull-back; **the world packed away** (pieces fly up and stack into a box); **daylight** (dawn floods the world and the music resolves on the first sunlit facet). --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0033 完整原文结束 ----- ================================================================ 【P0034】玻璃质感产品 分类:风格模板 / 材质与 3D 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/glass-product/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:12140 说明:虚构玻璃耳机 Aura 的开箱与特写。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0034 完整原文开始 ----- # Glass Product Render — Style Prompt > Launch-film product rendering in transparent and frosted glass: a dark-field studio, strip-light sweeps, dispersion, caustics, light travelling inside the object, slow exploded views that snap shut on a downbeat. > References (grammar only): premium launch films (a sweep drawing a contour in the dark, slow orbits, macro rack focus, cuts on the beat, ultra-thin wide type); transparent-hardware adverts (internals as ornament, exploded views, black and white plus one accent); dark-field glass photography. Copy none of their silhouettes, typefaces, sounds or colour templates, and never name them in the film. ## 1. Essence, and what it is not A single hero object of **glass, metal and light** floating in an infinite black studio. Long strips *behind and beside* it turn clear glass into a thin white outline with rainbow edges; the internals show through as in a display case. Everything moves slowly and precisely; every cut, sweep and pulse lands on the beat. The object is always **fictional**. Never reproduce a real product silhouette (a famous phone or headphone outline), a real brand name, logo, typeface or UI. Not a white-cyclorama catalogue shot, not a wireframe HUD, not a keynote slide: material and light are the subject. ## 2. Materials & rendering - **Studio = a strip-light scene, not an HDRI.** Photo-studio HDRIs contain windows and clutter that print as messy streaks on glass. Build a tiny black scene of emissive planes and bake it to PMREM **every frame** (`pmrem.fromScene(env, 0, 1, 1000)`, dispose the previous RT): tall side strips behind (silhouette), a wide far strip (horizon rim), a soft top box (volume for frosted glass and metal), a weak front card (off when concave glass faces camera), a top-front key only when parts must be read one by one, an accent card driven by the pulses, and **the sweep**: a tall strip on an arc *behind the camera* (azimuth = camera + π). Being real geometry, its highlight, refraction and dispersion move physically; never paint a 2D highlight. - **Clear glass**: `MeshPhysicalMaterial`, transmission 1, roughness ≈ 0.015, IOR ≈ 1.5, thickness sets lensing (thicker = stronger), **dispersion on** (three r163+), near-neutral attenuation, `side: DoubleSide` so other glass sees its back faces. - **Frosted glass**: transmission ~0.85, roughness ~0.4, milky tint, thick. On black it reads as dark grey plastic unless **something bright is behind or inside it**: an opaque emissive shape inside (blurred into a soft internal glow) and/or a bright gradient behind. - **Metals** make transparency worth looking at: satin bands, chrome (roughness ≥ ~0.14), brushed surfaces via a roughness map, boards with gold traces. **Anything inside transmissive glass must be opaque** (only opaque objects reach the transmission buffer). - **Light guides**: dark polished opaque acrylic, clearcoat, emissive **comet pulses** along a UV axis via `onBeforeCompile` (Gaussian head, exponential tail, white-hot core, hue drifting with age). Idle emission ≈ 0. - **Background**: black with an optional dark-grey radial sweep that separates glass edges; the floor fades into it, **no horizon line**. **Floor**: black gloss, blurred mirror, radial fade, procedural caustics (lens ring with R/G/B radii offset, warped Voronoi filaments, rings spreading from events). - **Post**: 2× supersampling; physical DoF (shallow macro, deep exploded views); bloom only above ~1.1; **Neutral tone mapping** (AgX washes accents to white); grain 0. Model in mm, near plane 1. ## 3. Colour logic - The world is neutral: black, greys, the white of strip reflections, the metals' own tints. - **One accent colour family, reserved for light** (emission, caustic rings, the dispersion line on UI), optionally drifting between two neighbouring hues with age or energy. Examples: ice blue → soft violet; amber → rose; green → cyan. Pick it from what the product does, never from a brand. - Emitters that only illuminate (inside frosted glass) stay cool-white and dim. - Dispersion rainbows are allowed only at thick glass edges and in the caustic, never as a gradient on surfaces or type. ## 4. Type & subtitles - **Subtitles are a slab of frosted glass**: a centred rounded bar filled with the live frame blurred (`filter: blur() brightness()` on the WebGL canvas, `preserveDrawingBuffer: true`), a little cool white, a thin highlight stroke and an accent line on top. A licence-free grotesk (e.g. Inter Tight), light weight, ~36–44 px, near-white. Hold ≥ max(1.8 s, speech + 0.6 s). - **Titles**: the same grotesk at an ultra-thin weight (200), very large (100–140 px) with very wide tracking, centred in the upper third; a diagonal glint sweeps across the letters in sync with the sweep light on the object. Small tracked caps (18–20 px) for kickers and credits. - The product name and slogan are **title cards**, not subtitle lines. ## 5. Motion quality - **Everything moves on ones** (24 fps), eased: ease-in-out for camera orbits, ease-out for parts decelerating into a float, ease-in for a snap back. - **The camera always drifts**: slow orbits or push-ins; never a locked-off frame, never handheld, except a couple of frames of micro-shake on an impact. - **Exploded view**: parts spread along the axis (~2× product size), each with a small deterministic tilt and a spin proportional to its offset; long ease-out apart → short drifting hover → **very short ease-in snap** on a downbeat. - Objects lift out of cradles tilted toward camera and settle upright; lids hinge at the back and stand behind the object as a backlit halo. - Light pulses and sweeps are events on the beat grid, not free animation. ## 6. Camera grammar A vocabulary, not a route. Opening and ending come from the topic. | Move | Expresses | Can serve | |---|---|---| | Sweep over a dark object, slow push | Contour before content | an unknown thing; a before-state | | Slow high 3/4 orbit | The whole object in one move | a mechanism opening; variants | | Macro, rack focus surface → part inside | Nothing to hide | an ingredient; a sensor | | Side macro orbit | Material contrast | layers; a seam | | Exploded view, axis ~40° to view, orbit | Technical beauty, suspension | architecture; a pause before a turn | | Straight-on front, slight push | Declaration | a single number; a name | | Top-down macro | A pattern at full size | channels; a circuit | | Top-down on the floor | The effect leaving the object | range; spreading energy | | Low orbit under the object | Monument, weight | durability; a flagship | | Slow pull-back into negative space | Room for type | a claim; a question | Framing: one hero, centred or on a strong diagonal, never cropped by the frame edge in a wide. Cut only on beats (bar lines where possible). Product films need **no spatial continuity** between shots: each shot is its own presentation stage, so hide or move anything that doesn't serve it. Transitions are cuts on the beat or a sweep passing through black; never dissolves or wipes. ## 7. Sound palette - **Minimal electronic, never piano-and-strings.** Timbres, as options: bowed-glass or wet-finger tones, granular crystal clouds, glass bells and FM glass plucks, a filtered tick grid for precision, a warm pad, sub drone, soft short kicks and claps, 808 bass (sine with pitch envelope, soft saturation, slides), noise and saw risers, a high glass ding. Minor and modal colours suit the dark studio. - **Lock every pulse, sweep and snap to the score**: write the cue map first and share one hit list between the score and the renderer; light pulses may follow a syncopated bass pattern exactly. - **Silence as a tool**: a short stretch of total silence (reverb tails cut too) before a release, at most a reverse whoosh inside it. - **Foley follows the material**: glass shimmer for sweeps (band-passed noise + inharmonic partials, panned with the strip); glass-metal friction for moving covers; magnetic clicks (sub-2 ms transient + 3–5 kHz metal resonances + low thump); air puffs for moving parts; a snap = a cluster of clicks ms apart + an inharmonic glass chord (partials ×2.76, ×5.4); glass-on-glass ticks. - **Voice**: restrained, low, launch-like, very few very short lines. Never a product name alone (ASR and viewers mishear it): give it a verb. - **Mix**: duck music ~12 dB and foley ~6 dB under the voice; limit the biggest bass peaks ~3 dB so loudnorm stays linear; −14 LUFS; grain 0. ## 8. Native moves A menu: use the ones your story needs. Adapting any topic: find **the invisible thing the product does** and make it visible as light inside glass. - **Transparency.** The inside is the hero; rack focus from the shell to the part within. *Fits content like:* a juicer's blades; a watch movement; a supplement capsule's layers. - **Lensing.** A thick glass dome magnifies and bends what is behind it; macro through it feels like looking into a jewel. *Fits content like:* a camera module; a magnifying tool; a water filter. - **Dispersion.** A sweep crossing a thick edge becomes a moving spectrum. *Fits content like:* a prism lamp; a display's colour range; a skincare bottle. - **Light that travels inside.** Energy (charge, data, heat, sound) runs as light through channels. *Fits content like:* a battery filling; a router's data threads; a kettle heating. - **Caustics.** An internal pulse becomes a ring spreading over the floor. *Fits content like:* a speaker's range; a perfume's trail; a wireless charger's field. - **Exploded view and snap.** Parts float apart and snap back on a downbeat. *Fits content like:* a modular backpack; a pen's refill system; a repairable phone. - **Frost to clear.** A frosted shell clears (roughness and tint animate to zero) and the inside appears. *Fits content like:* a privacy feature; a fridge's contents; an honest price breakdown. ## 9. Pitfalls of the medium - A manually updated mirror uses last frame's camera → call `scene.updateMatrixWorld(); camera.updateMatrixWorld()` first; the transmission pre-pass re-renders it → no-op its `onBeforeRender`, update once per frame. - A coloured emitter inside frosted glass tints the whole object; idle glow under a lens dome becomes a pale blob; AgX turns accents white; frosted glass on black is black; mirror chrome becomes a white disc → the rules in §2–§3. - An exploded view seen perpendicular to its axis is edge-on lines → axis ~40° to camera. - Pure profiles read as simple shapes (mushrooms, pot lids) → 3/4 views, lids upright behind. - Bass peaks without headroom push loudnorm into dynamic mode → limit them in the mix. - Concave glass facing camera prints the front card as a grey rectangle → card off. ## 10. Engine In `demo/`: `studio.js` (strip env baked per frame, sweep, background, floor mirror + caustics + rings), `product.js` (glass / frosted / metal / guide materials, comet-pulse shader, `explode()`), `main.js` (staging, cameras, frosted subtitle bar, title glint), `story.js` (beat-grid timeline shared with the score), `music/score.py`, `mix.py` (foley + voice + ducking). New object: replace the geometry in `product.js` (e.g. a glass cylinder with a coiled light guide), keep materials and `studio.js`. ## 11. Variation space You decide the object (always fictional), internals, accent, structure, opening, ending, camera path, pacing and music. All far from our demo: - Structures: **a line-up** (three variants compared by what glows inside); **a day in light** (one object through morning, noon and night, the strip kit rotating around it); **material stack** (one layer removed per beat until the core stands alone). - Openings: **inside first** (one internal part; the shell forms around it); **caustic first** (light on the floor, followed up to the object); **silhouettes** (several dark outlines; one begins to glow). - Endings: **floor only** (the object leaves, its caustic keeps pulsing); **cool down** (emission fades to bare strip outlines); **held macro** (no pull-back; one detail, the name small). --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0034 完整原文结束 ----- ================================================================ 【P0035】积木玩具 分类:风格模板 / 材质与 3D 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/brick-toy/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:12529 说明:积木宇航员用零件拼出火箭,飞向积木月亮。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0035 完整原文开始 ----- # Brick Toy — Style Prompt > Stop-motion toy-brick films shot like macro photography on a real desk: a world built from interlocking plastic bricks with round studs, animated a pose at a time. > References (grammar only): brick-film stop-motion on a tabletop and the "brick movie" approach of stepping characters while the camera moves smoothly; macro toy photography (softboxes on glossy plastic, shallow focus, real objects as landscape). Copy none of their characters, sets or music, and never use a brand name. ## 1. Essence, and what it is not A brick world on a **real surface** (a wooden desk, a kitchen table, a windowsill), shot with a **macro lens** and animated **in stop-motion**. The charm is the tension between the toy world and the real room. One-glance traits: glossy ABS with clean rectangular highlights; studs on every top face; seams darkened by contact shadow; real objects out of focus behind; characters that move in held poses on twos. **Never** use the LEGO name, logo or minifigure silhouette (trademarks). Characters are *built from bricks* (e.g. 1×1 columns for legs, a 2×2 brick for a torso, round bricks for arms, a round 2×2 helmet). Studs carry no lettering. Not a low-poly isometric island (no flat-shaded facets, no floating diorama), not a clay or felt stop-motion (no deformation: bricks are rigid), not a clean product render of a toy (this world is played with, handled, knocked over). ## 2. Materials & rendering - **Plastic**: ABS with strong clearcoat (~0.85, clearcoat roughness ~0.07); a roughness map with faint fingerprints and scratches (base ~0.17, scratches up to ~0.65); a bevel so edges catch a highlight. - **Geometry**: rounded box bodies (bevel ~0.045 stud), studs with a thin lip. Unit = 1 stud pitch (8 mm); brick height 1.2, plate 0.4. Large baseplates are **matte** (lower clearcoat than bricks), or they reflect softboxes as a coloured wash. - **Set**: a real surface with a real texture and real props at true scale (1 m = 125 studs). Household objects become landscape. Light it with a **neutral daylight studio HDRI**, never a tungsten interior (white bricks turn orange). - **Light**: a toy-photography setup. A directional key from one upper side, warm-white, casting shadows (fit its shadow frustum to each shot so shadows stay crisp); two or three **RectAreaLight softboxes** (key front, cool rim behind, one over any big set) so glossy plastic shows clean rectangular highlights; environment kept low (~0.45) for contrast. Add a soft contact-shadow blob where the key's shadow falls behind a hero object. - **Ambient occlusion is mandatory**: GTAO (radius a few studs) darkens seams between stacked bricks, stud bases and contact points. Without it bricks look pasted on. - **Supersample 2×** (render 3840×2160, deliver 1080p): thin stud edges and bevel highlights shimmer without it. - **Lens**: physical depth of field (CoC ∝ |1/focus − 1/z|). Scale aperture with shot size: widest for close-ups, less for mediums, least for a wide (too much blurs the hero at mid distance). Focus is always on a character's head or the brick being placed. - **Effects are bricks**: fire, smoke, water, light, weather, celestial bodies are all built from plates, round bricks and translucent pieces, jittered or rebuilt per drawing. Nothing is a particle system or a soft gradient. ## 3. Colour logic - A **toy palette**: a handful of saturated brick primaries plus white, black, greys, tan. Each built object has one dominant colour and at most one or two trim colours; characters and hero objects take the most saturated ones. - The **real world stays natural and muted**: wood, paper, ceramic, daylight. The saturated colour belongs to the toys, which makes them pop against the room. - **Whites must read white**: grade slightly cool so white bricks don't go cream from the room bounce; soft contrast, saturation lifted ~10 %. - Translucent pieces (orange, yellow, clear, blue) are reserved for effects: fire, light, water, glass. - Example palette (the classic brick primaries): red `#c91a09`, blue `#0055bf`, yellow `#f2cd37`, green `#237841`, white `#f2f2ee`, black `#1b2a34`. Others: pastels and tan; greys with one accent. ## 4. Type & subtitles - A rounded, friendly OFL face (e.g. Fredoka, in `core/fonts`) for titles and subtitles. - Subtitles live on a **toy element**: a dark rounded pill low in the frame with a small brick icon beside the text, or a printed tile, or a sign built into the set. White on dark, ≤ 2 lines. A second speaker type (radio, device, narrator) gets its own icon colour or tag. Hold ≥ max(1.8 s, speech + 0.6 s). - Titles pop in on 12 fps steps, like a piece being placed; a short sub-line in a brick colour. ## 5. Motion quality - **Characters and bricks step at 12 fps** (on twos); **camera, focus, fire and flying vehicles move on ones** at 24 fps. Stepping the camera too reads as judder, not charm. - Bricks **fly in on arcs** and **snap** with a tiny overshoot (a fraction of a stud → 0 in ~4 frames). Every snap is a click on the soundtrack. - Characters act with **big readable poses** held for several drawings: a V of arms for pride, arms flung up for alarm, a bowed head for sadness, a hop for joy. Walk cycles swing legs about ±0.55 rad with a small bob. Arms and legs rotate at their joints; nothing bends. - Collapses and falls use **real rigid-body physics**: tip about the base edge, then independent bodies with gravity (a lower-than-true value reads better at this scale), bounces (restitution ~0.3), friction, settling flat. Pre-simulate so every render is identical. - Tiny imperfections are allowed. Bricks never stretch, squash or morph. ## 6. Camera grammar A vocabulary, not a route. Opening and ending come from the topic. | Move | Expresses | Can serve | |---|---|---| | Extreme macro on one brick or stud, real room blurred behind | The toy scale is the world | a beginning; a detail that matters; a single part | | Low angle at minifig eye level | A tiny character made heroic | ambition; pride; standing up to something big | | High wide over the whole surface | The scale reveal: it was a toy all along | a summing-up; irony; a finished build | | Low, wide, lonely frame, character small in a corner | Smallness, failure | a setback; waiting; loss | | Frontal close-up, hands and brick in focus | Intimacy, decision | a choice; a repair; a gift | | Handheld shake on impact | Physical shock | a collapse; an arrival; a collision | | Tracking alongside a moving object, destination ahead | Momentum toward a goal | a journey; a race; a launch | | Top-down plan view | Order, layout, a map | a plan; sorting parts; a city from above | | Rack focus from a real object to a brick (or back) | Two scales in one frame | "big world, small maker"; a comparison | | Orbit around a finished build | Pride, inspection | a product; a monument; a result | Framing: keep foreground clutter out of the frame edges (piles of parts love to block the lens); check headroom in every shot; check every real prop against every camera, because an object placed on one shot's axis sneaks into the background of another. Cut on beats or bars; a snap can be a cut point. No generic dissolves; transitions can be a hand-placed brick covering the lens, a whip along the desk, or a pull out of one set into the next. ## 7. Sound palette - **Instruments**: small, acoustic, playful (glockenspiel, toy piano, pizzicato, ukulele, whistling, claps, melodica); a brass or orchestral swell for scale; a heartbeat drum for suspense. Licensed or original, edited to the picture (cut on bars, bar-aligned jumps, chroma similarity at joins) rather than looped under it. - **Foley** (synthesizable): plastic creak before a failure, tiny plastic footsteps, a crash of many clacks, a brick click (short transient + resonances near 2.9 kHz and 4.6 kHz), clack on wood, rattle of a parts pile being stirred, whoosh on throws, a bell "ding" for discovery, bricks sliding over paper, motors and engines built from filtered noise. - **Silence is a tool**: cut music dead at a failure or a surprise; leave only room tone and one small real-world sound (a ticking clock, a fridge hum, a distant bird). Music can also drop out before a big moment, leaving a pulse or a countdown. - **Voice**: a warm storyteller, few short lines with room to breathe; secondary voices through a device filter (band-pass ~380–2800 Hz + soft saturation), optionally with beeps. Verify every line with whisper. - Mix: voice compressed, music ducked ~40 % under voice, loudness −14 LUFS. ## 8. Native moves A menu: use the ones your story needs. - **Snap-together building.** The plot is an act of building; pieces fly in on arcs and click home. *Fits content like:* a company assembling its first product; a neighbourhood rising street by street; a recipe put together ingredient by ingredient. - **Break without harm.** Things fall apart and the parts become something new; failure yields spare parts. *Fits content like:* a pivot after a failed plan; recycling; a team reshuffled into a better shape. - **Toy on a real desk.** Real objects become landscape at toy scale. *Fits content like:* a laptop keyboard as a city grid; a houseplant as a jungle; a coffee spill as a flood. - **Hand-made stop-motion.** 12 fps poses, tiny imperfections, even fire and water made of bricks. *Fits content like:* a weather report; a kitchen explained with brick flames; a science demo of a volcano. - **Rebuild into something else.** The same pieces, rearranged on screen, become a different object. *Fits content like:* one career turning into another; a before/after renovation; a word re-spelled. - **The scale reveal.** Pull back until the whole world is a toy on a table. *Fits content like:* a big ambition that is still small; a year in review; a child's imagination. ## 9. Pitfalls of the medium - Tungsten HDRI → orange whites. Use a neutral studio HDRI and a slightly cool grade. - Clearcoat on a large flat baseplate reflects softboxes as a coloured wash. Make it matte. - Flat, slightly jagged first renders: even light, no AO, single-sample rendering, stepped camera. Fix: softboxes + low environment, GTAO, 2× supersampling, cool grade, camera on ones. - Too much aperture blurs the hero at mid distance. Scale aperture with shot size. - A fast-rising or fast-moving object becomes a dot on a blank wall. Track it and keep its destination in frame. - Curved transparent parts made from a sphere segment vanish inside a cylindrical part. Use an open-cylinder panel. - Real props on a later shot's camera axis sneak into the background. Check props against every camera. - Random jitter used as a material or colour index can go negative → undefined material crash. Clamp. ## 10. Engine In `demo/`: `bricks.js` (rounded brick/plate/round-brick geometry, studs, plastic materials with clearcoat and fingerprint roughness), `actors.js` (a brick-built character rig with pose objects and `walkPose`), `set.js` (desk, HDRI, real props at true scale, softboxes), `rockets.js` (props, pre-simulated rigid-body physics, brick fire and smoke), `main.js` (acting, cameras, DOF, subtitles, sound events), `mix.py` (synthesized foley + voice + music), `music/edit.py` (bar-aligned score edit). Minimal start: a brick lighthouse from `bricks.js` on a stack of books, lit by the `set.js` softboxes, one still via `core/render/still.mjs`. ## 11. Variation space You decide the structure, the characters (or none), the surface and its props, the opening, the ending, the camera path, the pacing, the palette within the colour logic and the music. All far from our demo: - Structures: **a catalogue** (one build per beat, each a different object answering the same question, lined up at the end); **two builders** on opposite sides of the table whose builds grow toward each other; **a disassembly** (a finished thing is taken apart piece by piece to explain what's inside). - Openings: **a hand pours a bin of bricks** onto the table and the pile settles into the first shape; **a real object first** (a mug, a phone), then rack focus to the tiny world at its base; **plan view** of an empty baseplate filling in like a map. - Endings: **one piece left over** held in close-up, the question it raises unanswered; **the lights go out** in the room and only a lit brick window glows; **a real hand** reaches in and picks the character up. --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0035 完整原文结束 ----- ================================================================ 【P0036】移轴微缩 分类:风格模板 / 材质与 3D 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/tilt-shift/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:12004 说明:玩具城的早高峰,一切都像模型。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0036 完整原文开始 ----- # Tilt-Shift Miniature — Style Prompt > A real-looking place photographed from high above with a tilted lens and a time-lapse camera, so the whole world reads as a tabletop model. > References (grammar only): Sam O'Hare's *The Sandpit* (2010) and tilt-shift time-lapse photography in general: high vantage points, the blur band, time-lapse rhythm, cloud shadows sweeping over streets. Copy none of its places or music; show no real landmarks, brands or logos. ## 1. Essence, and what it is not A place seen from high up through a **tilt-shift lens**: only a thin horizontal strip of the frame is sharp, everything above and below melts into blur. The eye reads that as a macro shot of something small, so the world becomes a model. Two more things make the trick work: **saturated, sunny colour** (model-railway paint) and **time-lapse** (vehicles and people move in fast, jittery steps like wind-up toys). Not a toy or clay render (the world is photoreal, only the lens and the clock make it small), not a game's top-down view (no UI, no clean flat shading), not drone footage (the band, the saturation and the stutter are mandatory). ## 2. Materials & rendering - **Vantage**: always high. Oblique views at roughly 45–55° pitch from 100–200 m with a moderately long lens (~27–30° vertical FOV); straight top-down for the most "board game" look. Real tilt-shift is never shot from street level, except for a deliberate intimate moment: a true medium close-up at the actors' height, a blurred foreground object framing sharp actors who fill ~1/4–1/3 of the frame height (a long lens from high up keeps them as dots). - **Blur band** (`demo/post.js`): physical depth of field mixed with a screen-space band. CoC in pixels = `mix(aper·(1/focus − 1/z), sign(dy)·amp·(max(0,|dy|−w)/0.5)^1.2, mix)`, clamped (~30 px). Put the band on the subject; when the subject moves, project it to screen every frame and slide the band there. Narrow the band for intimacy. Gather at output resolution after a 2× supersampled render, with many spiral taps and per-pixel rotation; far samples must not bleed onto nearer sharp ones. - **Grade**: neutral tone mapping, strong saturation boost, soft added contrast, slightly warm highlights, a vignette. Lower saturation at night. - **Light**: a hard sun with sharp shadows (a big shadow map fitted to each shot), a low hemisphere fill with warm ground bounce so shadows stay blue but not murky, a sky-gradient environment map for glass and paint. **Cheat the sun azimuth per shot**: each time-lapse clip is its own shot, so front-light the facades you see; one fixed sun leaves half a film backlit and grey. - **Model-like detail** (what separates "filmed miniature" from "game CG"): facades with several window types, 1.6–3 m bays, dark reveals, world-space grime, sky-reflective glass and walls darkening toward the ground; roof clutter, awnings and signs; worn markings and stains; vehicles with dark glass, a soft contact shadow and brake lights; ambient occlusion over everything. - **People** are small colour capsules, like model-railway figures. Actors seen up close get organic bodies with a soft sheen material and are made 20–30 % larger than real so they read. ## 3. Colour logic - Saturated, sunny, "freshly painted model": a pale warm ground of buildings with a few candy accents, very saturated greens, dark ground surfaces so white markings and vehicles pop. - Shadows stay blue and clean, never grey. Night and dawn are the only low-saturation states; dawn must read as early morning (a warm low fill from the sunrise side, few lit windows), not midnight. - The subject you want found should be the one saturated thing in the sharp band, or move against the flow. - Examples: a Mediterranean harbour (whitewash, cobalt shutters, terracotta, turquoise water); a snowy ski village (white, pine green, red gondolas, long blue shadows); a desert market (sand, saffron, indigo awnings, dusty olive). ## 4. Type & subtitles - Subtitles belong to the world's own signage: a panel in the graphic language of the place's signs (road sign, platform board, harbour notice…), an open sign-revival font (Overpass, OFL, is a Highway-Gothic revival), sitting inside the lower blur band. Hold ≥ max(1.8 s, speech + 0.6 s). - A **time-lapse clock** with a speed readout (e.g. `×24 TIME-LAPSE` / `×1 REAL TIME`, monospace) is the audience's speedometer for the native trick; use it whenever speed changes carry meaning. - Titles live in the world: letters on a roof, a sign or a field, placed where nothing blocks them, lit or revealed on the beat. ## 5. Motion quality - **Time-lapse stutter is the soul of the style.** In fast-forward the whole world (vehicles, people, lights, sun) updates at a low rate and holds each position for several frames (8 Hz = 3 frames at 24 fps); choose the rate so every jump lands on the musical grid. **The camera stays smooth on every frame.** Step at a middle rate while the speed is moderate; below about ×2 the stutter disappears and motion becomes silky, which makes a drop to real time hit hard. - Systems run on simple simulations pre-computed per clip (car-following, signal cycles, crowds gathering and surging), with cycle offsets chosen so changes land on bar lines. - Hero actors get art-directed timing (scripted paths fitted through beat times), never a hope that the sim hits a beat. - Close-up acting: anticipation squash → stretch → land squash → settle; a failed attempt before success is the comedy engine. ## 6. Camera grammar A vocabulary, not a route. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | High oblique wide, very slow slide | a whole system at a glance | setting a place; routine; many small actors | | Band follows one subject across a wide | "this one" | a single commuter; a delivery; a lost child | | Rack of the band from one subject to another | attention changing hands | cause and effect; a handover; a comparison | | Slow push on an intersection, station or yard | a system heating up | rush hour; a festival setting up; a queue | | Straight top-down, slowly rotating | the world as a board or machine | patterns; logistics; choreography | | Continuous dive from high to actor height with a speed ramp | the one small thing that matters | a twist; a joke; a meeting | | Band narrowing to a sliver | intimacy | a confession; a reunion; one decision | | Vertical rise with logarithmic height | scale, letting go | aftermath; a summary; a system becoming a pattern | | Lateral track along a line (rail, river, road) | a process in order | a supply chain; a parade; a race | | Locked frame across hours | time as the actor | a construction; a market day; tide | Framing: stay high; the sharp band carries the subject; vehicles and people stay tiny except in a close-up. Transitions: cuts on the beat, speed ramps, dives and rises; avoid dissolves that reveal the fake lens. ## 7. Sound palette - **Ensemble**: tuned percussion carries the style (marimba, glockenspiel, vibraphone, woodblocks, kalimba, celesta), pulse-based and minimalist (Reich grammar: phasing, voices added one at a time, pulsing chords), plus plucked strings or a small reed section. Not generic piano and strings. - **Techniques, as options**: world events gate the notes of a fixed phrase skeleton (vehicles crossing a line, lights changing, crowds moving each trigger an instrument), with a base fill rate so the phrase stays audible; tuned horns or bells voiced as chords; a tape-stop (varispeed down, voices dropping out) into silence when time slows; single notes for single events in a rest; phasing two identical lines apart; a music-box version of the theme for the smallest scale. - **Sound follows speed**: in time-lapse, music first with a faint granular "sped-up world" hiss, clacks and relay clicks. At real speed the world turns suddenly real: idling engines, distant traffic, birds, small voices, footsteps. On release, engines rev and wind rises. - **Silence** is the moment real time arrives: cut the music, keep one or two real sounds. - **Voice**: relaxed, few short lines, music ducked ~8 dB. Verify every line with whisper; write numbers as words and put digits in the `asr` field. Master to −14 LUFS. ## 8. Native moves A menu: use the ones your story needs. - **The speed drop (×40 → ×1).** Time crashes to real speed on one detail. *Fits content like:* one worker finishing a shift; a child dropping an ice cream; a proposal on a crowded pier. - **The band as pointer.** Slide or narrow the sharp strip to steer the eye. *Fits content like:* a courier through a market; a single wrong-way skier; one boat leaving port. - **God's-eye system.** The place as a sequencer or machine. *Fits content like:* a port unloading ships; an airport's turnaround; a farm harvest. - **Long-exposure light.** At dusk, lights leave trails that draw on the world. *Fits content like:* ferries crossing a bay; runners with headlamps; lanterns along a river. - **The scale reveal.** Rise until the place becomes a pattern. *Fits content like:* a festival from setup to crowd; a school at recess; a city grid at night. - **Cloud shadows sweeping.** Weather crossing the model. *Fits content like:* a season turning; a mood change; a news cycle. ## 9. Pitfalls of the medium - Tall buildings plus shallow pitch hide the ground → low to mid-rise buildings, pitch 45°+. - The subject hides in a canyon or behind a facade → route it on the camera side and let the band follow it. - Instance caps silently drop actors → cull by distance from the camera (≈ 4× camera height) and raise the cap. - Simulated vehicles stop short of lines (the jam gap) → subtract it where the story needs contact. - Focus lags a frame → update actors before the camera. - A top-down → oblique dive twists → rotate the top-down so its screen-up matches the target shot. - A close-up from high up is too far → go low and close, small near plane for foreground objects. - Clouds wash out a rise → unlit white, low opacity, nothing below the camera. Light pools read as bubbles → denser, larger, fainter pools. - Scene backlit and grey → cheat the sun per shot. Dawn reads as midnight → warm low fill, fewer lit windows. ## 10. Engine In `demo/`: `post.js` (tilt-shift DOF: band + physical, grade; `band.follow`), `city.js` (procedural town, facade shader, sign), `geo.js` (merged geometry), `sky.js` (clock → sun, sky, fog, env map), `traffic.js` (lanes, lights, IDM sim, fleet, trails, walkers), `train.js`, `ducks.js` (lathe-turned characters + hop choreography), `main.js` (cameras, stepping, crowds, HUD), `music/score.py` (sampled marimba, skeleton + event gating). A minimal new use: build a harbour from `geo.js` boxes, run boats as a one-lane `traffic.js` fleet on water, and point `band.follow` at one of them. ## 11. Variation space You decide the place, the system, the tiny actor, the structure, the opening, the ending, the camera path, the speed curve and the palette within the colour logic. All far from our demo: - Structures: **one day, dawn to night** (a single locked vantage, the sun and the shadows sweep, one shop's light the last to go out); **the relay** (the band hands attention from actor to actor across a whole place, each one passing something to the next); **before/after** (a construction site time-lapsed from empty lot to opening day, with one real-time moment per stage). - Openings: **mid-bustle at full density** with the band already on one oddity; **a top-down pattern** that only slowly tilts into a place; **real time first**: one person at actor height, then the lens lifts and time speeds up. - Endings: **a drop to real time that stays there** (no pull-back); **lights going out one by one** at night from high above; **the lens un-tilts**: the band widens to full sharpness and the model becomes a real place. --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0036 完整原文结束 ----- ================================================================ 【P0037】纸片立体书 分类:风格模板 / 材质与 3D 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/paper-popup/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:12055 说明:立体书在书桌上打开,小精灵 Pip 在纸片世界冒险,最后跳出书外。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0037 完整原文开始 ----- # Paper Pop-up Book — Style Prompt > A pop-up book on a real desk becomes a stage: flat cut-paper actors with white borders perform in front of paper sets that spring up from the page, under real lamp light and a real macro lens. > References (grammar only): the *Paper Mario* series (flat cut-paper actors with a white border in a 3D diorama, bubbles that type on with blips, action ratings); Robert Sabuda / Matthew Reinhart pop-up books (layered V-folds, pieces rising back to front, pull-tabs); macro "tiny world on a real desk" photography. Never copy their characters, logos, UI or music, and never name them in the film. ## 1. Essence, and what it is not Two worlds in one frame. **The real world** at human scale: a photoreal surface lit by an HDRI room, a few real objects, a macro lens (shallow focus, warm practical light, soft contact shadows). **The paper world**: a hardcover book in that room; when it opens, one board stands up as the **backdrop** and the lower page is the ground. Every set piece is a **flat cut-paper card** that lies on the page and **pops up** around its bottom edge. Characters are cut paper too: a few centimetres tall, flat, with a thick off-white border, a grey cardboard edge and grain. What sells it is the **mismatch of scale and material**: flat, saturated, outlined paper cartoons under real light, casting cut-out-shaped shadows and going soft in real lens blur. Keep the paper graphic; let light and lens make it real. Not a papercut silhouette film (no one-colour lace, no backlight), not a 3D cartoon (nothing modelled round), not claymation (paper hinges, folds, curls and slides; it never squishes). ## 2. Materials & rendering - **Real units** (metres): page 0.3–0.5 m wide, actors 3–5 cm, near plane a few mm, so HDRI, shadows and depth of field behave like a real macro shot. - **Cut-paper finish**: Canvas2D art with a dark ink outline; its silhouette dilated (drawn at many angles on several rings, recoloured `source-in`) into a grey cardboard edge offset slightly down (thickness) and a wide off-white border; a shared paper grain on top (`source-atop`). - **Drawing**: one dark-brown ink (never black), thick outline + thinner detail line, round joins; shading = one hard **crescent** (fill with shade, refill shifted with base); wobbly shapes (low-harmonic noise), never perfect geometry; simple faces. - **Pop-up pieces**: planes with art on the front and plain paper on the back (same alpha); `alphaTest` + `alphaToCoverage`; a custom depth material with the alpha map so **the shadow is the cut-out silhouette**. Anything "3D" is several flat cards (front/back layers, triangles hinged on a keel). - **The book** is modelled: cloth cover with foil title (roughness/metalness map), page block with edge lines, a curling leaf. - **Real world**: HDRI environment and softly blurred background, real wood or fabric, a few CC0 props. **Neutral tone mapping** (ACES shifts paper colours). - **Depth of field by hand**: CoC = aperture × (1/focus − 1/z), spiral gather that keeps far samples off a sharp foreground (stock bokeh looks fake at this scale); then light bloom, vignette, warmth. ## 3. Colour logic - Saturated children's-book colour, **never neon**; the real world stays natural and slightly warm so paper pops against it. - **One dominant hue family per spread**, so a page turn is also a colour change; a few accents (a red, a yellow, a gold) recur across spreads to stitch the book together. - Ink dark brown, border off-white, card backs plain paper. - Unfinished or "outside the story" pages lose colour: graphite on cream. Night is a change of the paper art; the real lamp keeps its warmth. Examples of spread families: green meadow under sky blue; pink-and-lilac market with mint accents; ochre desert with a turquoise oasis. ## 4. Type & subtitles - Rounded OFL faces: a rounded sans for subtitles, bubbles, signs (e.g. Fredoka); a chunky display face for cover, banners, action words (e.g. Lilita One); a storybook serif for taglines (e.g. IM Fell English); a playful Chinese face (e.g. ZCOOL KuaiLe) with the Latin face in its stack. - **Narration subtitles**: bottom centre, ~40 px, cream with a thick dark-brown outline and soft shadow, second language smaller below. Hold ≥ max(1.8 s, speech + 0.6 s). - **Speech bubbles** live in the paper world: white card, ink outline, tail projected each frame to the speaker; pop in with overshoot, type on with blips. - **Titles are paper objects**: a cardboard sign dropping on strings and swinging; the cover itself is the film title. Action words (italic display, gradient, double stroke, rays) sparingly, like a game rating. - Subset Chinese fonts to the characters used; re-subset after every text change. ## 5. Motion quality - On ones (60 fps suits the smooth macro camera), all a pure function of `t`. Paper moves stiffly; life comes from easing: `back()` overshoot for pop-ups, springs for things on strings, squash and stretch on characters. - **Pop-ups rise back to front** (delay grows with distance from the reader), far pieces lying back, near ones folding forward face-down; they fold down in the same order. - Plants and light props sway a few hundredths of a radian around their base. - **Characters are flat cards redrawn per quantized pose** (walk phase, arms, eyes, mouth, look, blink); walk phase follows distance walked, so feet don't slide. - **Turning around = a `scale.x` flip** between front and back drawings; never `rotation.y`. Jumps: parabolic arcs, squash at both ends, a paper puff on landing. - **Page turn**: a many-segment strip whose bend is integrated along its length, so it curls like paper. - Never moves: the room. ## 6. Camera grammar One virtual macro camera keyed as position / target / fov / aperture / focus with monotone-cubic interpolation; a new key list = a hard cut. A vocabulary, not a route. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Eye-level macro track, shallow focus | being inside the story at the actors' size | a walk; a conversation; a chase | | Pull up to a 3/4 view of the spread | the mechanism, the map | a page turn; a new setting; a plan | | Descending dolly from human height | entering the book's scale | an arrival; zooming into one part of a system | | Push-in on a face | feeling | a wish; a fear; a decision | | Reverse shot from inside the book to the blurred room | the world beyond the page is huge | curiosity; an outside threat; a reader watching | | Rack focus paper ↔ real object | paper and reality touch | cause and effect; a real product in a paper story | | Top-down over the open spread | a board game, a diagram | a route; two sides of the gutter compared | | Locked frame on a pull-tab | the trick is the event | before/after; a count | | Rising crane leaving the book small | scale, distance | aftermath; a summary; time passing | Actors in focus, room objects as soft foreground or background; keep near pop-ups out of the lens path. Transitions: page turns, a book closing and reopening, a hard cut on a paper sound; never a video dissolve inside the book. ## 7. Sound palette - **Paper foley is the signature**: page swish, cardboard thump, pop-up snap (short sine sweep + crinkle), fold and crease, pull-tab slide, footsteps as tiny taps with crinkle, slat flaps, string-drop tinks; the book's spine creak and closing thump. All synthesizable from the page's event list. - **Character voices as typing blips**: one waveform and pitch range per character, a blip every other letter. - **Narration**: one warm storyteller, picture-book sentences; pronunciations kept apart from displayed text. - **Music**: whimsical, acoustic or toy-like: music box, pizzicato strings, clarinet, glockenspiel, ukulele, toy piano, brushes. Options: a warmer cue for anything in the real room; a bar-aligned internal edit of a library track so its ending lands on a picture event; a pull-tab's clicks setting a cue's pulse. - **Ambience**: room tone and a clock for the room; one bed per spread for the paper world. - **Silence** = the book held still with only room tone; before a turn that matters, or a hesitation. - **Mix**: voice high-passed, compressed, well above music; music ducked under speech with smooth release; limit SFX per channel; −14 LUFS. ## 8. Native moves A menu: use the ones your story needs. - **The book opens**: creak, the board swings up, the world pops up back to front. *Fits content like:* a project launch; a first school day; a recipe book. - **Page turn = scene change**: old pieces fold down as new ones spring up. *Fits content like:* stages of a process; a farm's seasons; chapters of a biography. - **Pull-tab mechanisms**: flipping slats, a sun on a stick, sliding strips, a hinged door, pieces on strings. *Fits content like:* a forecast; old way/new way; a lock opening. - **Paper as character**: crumpled, smoothed, refolded, torn, taped. *Fits content like:* a mistake becoming a lesson; recycling; a rejected draft becoming the design. - **The edge of the page**: crossing between paper and the room, either way. *Fits content like:* a character stepping into a phone on the desk; a real object entering the story; a drawing coming true. - **The real object plays a part**: a lamp as a sun, a mug as a tower. *Fits content like:* a product at home; the reader's presence; real clock time. - **Typed bubbles and ratings**. *Fits content like:* a tutorial; a quiz; a small victory. ## 9. Pitfalls of the medium - `rotation.y` shows a card edge-on, then its blank back → `scale.x` flip. Negative scale also swaps front/back materials → draw mirrored props instead. - A one-plane container hides its contents → back card + front card, contents between. - Near-lens foreground pop-ups fill the frame with blur → move them or close the aperture. - Rectangle shadows kill the illusion → alpha-mapped depth material on every card; tight shadow bias and a big shadow map against acne on thin cards. - A turning page goes black facing away from lights → emissive map = colour map. - ACES shifts paper colours → Neutral. - Headless Chrome falls back to software WebGL → GPU ANGLE flags; ES modules need HTTP. - Redrawing character canvases each frame → redraw only on pose change. - Chinese subsets miss new characters and Latin glyphs → re-subset; Latin face in the stack. ## 10. Engine In `demo/` (three.js r170 + Canvas2D): `paper.js` (cut finish, grain, crescent, blobs), `cutmesh.js` (cut mesh with paper back and cut-out shadow, strings, particles), `book.js` (`setOpen(θ)`, `setLeaf(u)` curling page), `art.js` (drawings at a fixed px/m), `actors.js` (posable flat characters, a foldable plane), `sets.js` (spreads, back-to-front pop scheduling), `post.js` (hand DOF → bloom → vignette), `hud.js` (subtitles, bubbles, banners), `lib.js` (easing, `back`, `spring`, `track`), `render.mjs` (stills / events / video). API table and a minimal new-spread example: DEMO.md "Engine reference". ## 11. Variation space You decide the book, the room, the characters (or none), the spreads and mechanisms, the opening, the ending, the camera path and each spread's palette. All far from our demo: - Structures: **the almanac** (one spread per month or stage, each pull-tab left running so the book fills with motion); **two books facing each other**, characters trading objects across the gap; **one spread pulled again and again**, each pull a step of how something is made. - Openings: **mid-turn** (a page already curling, we land in chapter three); **inside the gutter** (low along the fold as the first piece rises over the lens); **a mechanism alone** (a tab slides by itself before any character appears). - Endings: **the book closes** (pieces fold in reverse, a puff of air, stillness); **one piece stays up** (everything folds but the card that is the point); **the shelf** (the camera finds this book among many). --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0037 完整原文结束 ----- ================================================================ 【P0038】16-bit 像素 RPG 分类:风格模板 / 游戏 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/pixel-rpg/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:11216 说明:勇士在最终 Boss 门前存档,存档画面闪回一路冒险。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0038 完整原文开始 ----- # 16-bit Pixel RPG — Style Prompt > A short film that looks, sounds and *behaves* like a mid-90s console role-playing game: 320×180 pixels, a limited indexed palette, text boxes that type, menus, save files, chip music with echo. > References (grammar only): mid-90s console RPGs as a system of dialog boxes, menus, battles, overworlds and save points; the palette tricks of indexed hardware (palette swaps, fades by steps, cycling); the colour-depth history of consoles (4 shades → 8-bit → 16-bit). Never use existing game names, characters, UI frames, fonts, logos, melodies or sound effects. Learn the grammar, not the assets. ## 1. Essence, and what it is not - **320×180 native pixels**, scaled ×6 nearest-neighbour to 1080p; everything, text included, lives in the framebuffer. - **A limited, indexed palette**; gradients are **ordered dither**, never blends. - **Sprites** around 20–34 px tall animating in a handful of frames; faces act in **portraits**. - **Story told the way a game tells it**: dialog boxes with portraits, menus, status bars, battle messages, save files, item fanfares. - It takes the game's systems seriously as a language for feeling. Not HD-2D (no depth of field, bloom or real-time light), not CRT nostalgia (no scanlines, no grain), not a parody. ## 2. Materials & rendering - **Indexed framebuffer** (`Uint8Array` of palette indices) presented through a **lookup table** (index → RGB), so a whole palette can change in one frame. Camera moves are **integer pixels**; each parallax layer rounds its own offset. - **Master palette** of ~32 colours (a free palette such as ENDESGA-32), plus **protected duplicates** of a few indices that no palette effect touches. - **Colour-depth tables** computed from the master palette: identity (16-bit), nearest of ~15 NES-like colours (8-bit; it needs a dark green and a dark brown), 4 fixed luminance thresholds (4-colour, drawn natively at 160×90 and doubled), a faded set (`lum^0.8` → ~7 blue-greys), and intermediate subsets for step-by-step collapse. Map by luminance, never by rank. - **Light is index stepping**: `LIGHT[]` / `DARK[]` tables move each index one step along its ramp; glows are Bayer-thresholded rings. Firelight in a low-colour era uses a warm remap (greens → browns → rust), not generic brightening. - **Dither**: 4×4 Bayer for gradients and glows; light shafts as a flat 50 % checker with a 25 % edge. - **Sprites from a rig**: capsule limbs with 3-tone shading from an upper-left light, a per-part inner line in the material's darkest tone, a global 1-px ink outline, plus hand-placed ASCII heads. One rig gives every pose; lower eras drop the highlight tone. Give the hero a **silhouette mark** (a garment tail, a hat, a hairstyle). - **Portraits** 32×32, 3/4 view, base face + eye/brow and mouth overlays; they carry facial acting (the sprite face has one eye pixel). - **Props** can be flat-shaded 3D shapes quantised to a few protected indices (e.g. a rotating crystal at 8 frames per 90°). ## 3. Colour logic - **Palette = feeling.** Colour depth, fades and swaps are story tools; change the whole palette by table, never by alpha. - **Colour depth can stand for time**: older = fewer colours, lower resolution. - **Protected indices**: a few colours exempt from every effect become the thread through the film and allow match cuts between eras. Use one or two; more and they stop meaning anything. - **Warm hues survive reductions**: keep orange, pink and plum in reduced subsets, or the first step turns a scene solid red. - Example uses of protected colours: a red scarf across eras; a gold coin in a grey economy; the green of one plant in a faded city. ## 4. Type & subtitles - **The dialog box is the subtitle**, drawn in the framebuffer at the bottom quarter: a layered rounded border (ink / white / silver), a dithered dark-blue fill, a 32×32 portrait on the left, an **original** variable-width pixel font (cap ~7 px) with a 1-px shadow. It types with the voice (~38–40 chars/s; slower in older eras), ▼ blinks when done. - **Skins follow the era** (light box for 4-colour, black box with white frame for 8-bit, blue for 16-bit). - Battle and system messages go in a thin top window. Every box stays ≥ max(1.8 s, speech + 0.6 s); the next box cuts the previous one. Export the `.srt` from the same subtitle array. - Titles in the pixel font at 2×, 8-neighbour ink outline, row-by-row gradient, Bayer-dissolved in and out. ## 5. Motion quality - Output 24 fps. Sprites step at **8 fps** (walk) to **12 fps** (flames, blinks); camera and parallax move on ones at integer pixels. - **Game-native acting**: hop forward to act, cast pose, knockback recoil, kneel, KO blink (12 fps on/off) and vanish; breath = shoulders up 1 px. - **UI motion**: windows slide in over ~0.3 s (ease-out, integer px); a hand cursor bobs 1 px at 4 fps and **stops when the character hesitates**. - **Transitions**: thumbnail expand + mosaic, mosaic cross with a palette switch at the peak, the encounter swirl (polar twist + mosaic + Bayer dissolve to white), screen shake (3–2–1 px over 8 frames), palette step fades (4 levels). Never alpha fades. ## 6. Camera grammar A vocabulary, not a route. Game cameras are simple and legible. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Side-scroll with parallax layers | journey; loneliness; progress | a commute; a quest; a timeline | | Locked frame with UI on one third | a choice; a system speaking | a menu decision; a stats reveal | | Battle side view (enemy / party / windows) | conflict as a system | an exam; a negotiation; an illness | | Top-down overworld pan | the whole world; where things are | a city; a map of a company; a trip | | Integer-pixel tilt up something tall | awe; scale | a tower; a door; a mountain | | Hold while the palette changes | loss or change without motion | grief; a memory fading; nightfall | | Back view at a threshold | resolve; the unknown ahead | a first day; a launch; a departure | | Zoom by mosaic into a thumbnail | entering a memory or a file | a flashback; a save slot; a photo | Framing: characters stay above the dialog box (floor line above its top edge); menus leave the action visible. ## 7. Sound palette - **Chiptune voices**: pulse waves at 12.5/25/50 % duty, 4-bit triangle bass, LFSR noise drums, wavetable leads, SNES-style echo (a few taps ~180–370 ms, feedback ~0.4, low-pass in the loop). Original melodies only. - **Fidelity follows colour depth** (option): 4-colour = mono, 4-bit volume steps, low sample rate; 8-bit = NES-like mono; 16-bit = stereo with echo; a faded present = the same music muffled. - **Techniques (options)**: regional variations of one motif; the arrangement losing one layer per palette step; a key change or the full band returning on a colour flood; a phrase left on the dominant and resolved later; an item-get fanfare as a punctuation. - **Foley**, synthesised and bit-crushed to the scene's era: cursor and select blips, text blips (pitch per speaker), footsteps with echo, fire crackle, magic shimmer (triangle arpeggio), charge and blast, HP tick-down, KO blink, a bit-drop per palette step, save ticks, door grind, coin and item jingles, menu error buzz. - **One organic sound** (a breath, a heartbeat) can make a character human at one moment. - **Silence**: true zero including echo tails. - **Mix**: music ducks ~7–8 dB under voice (fast attack, slow release); −14 LUFS, grain 0. - **Voice** (optional): first person, few short lines; or text blips only, for a character who exists only in text. ## 8. Native moves A menu: use the ones your story needs. - **Palette collapse / flood.** Colour depth drops one level per beat, or full colour floods back through a dither wave. *Fits content like:* a city blackout and recovery; a company in crisis; burnout and rest. - **Protected colour match cut.** One exempt colour links two eras in the same screen position. *Fits content like:* a family heirloom; a brand colour across decades; a team jersey. - **Save files as memory.** A list of files; choosing NEW FILE refuses to overwrite. *Fits content like:* versions of a product; chapters of a career; photo albums. - **Game UI as narration.** A greyed-out name, an item description, a stat screen. *Fits content like:* a team member leaving; a skill learned; a budget. - **Level up.** Stats rise with a fanfare. *Fits content like:* a student's year; a startup's funding round; learning a language. - **Encounter swirl.** A crash into danger. *Fits content like:* a deadline; a diagnosis; a storm. - **Era shift.** The same characters redrawn in older hardware. *Fits content like:* a town's history; grandparents' youth; the evolution of a device. ## 9. Pitfalls of the medium - Rank-based palette mapping crushes a scene to black → map by luminance with a gamma. - Reduced subsets without warm hues turn a sunset solid red → keep warm hues. - An 8-bit set without dark green or brown turns night grass blue; generic brightening near fire turns grass neon → warm remap. - Post-quantising a full-colour scene to 4 shades is mud → draw low eras natively with known indices at half resolution. - Pixel hair as a smooth dome reads as a helmet; single-pixel alternation reads as noise → 2–3 big spikes. Pale clothing reads as skin. Held props cross the face in side view → back hand. - A dark plank door reads as a jail → panels, bevels, studs. - Negative modulo indexes `undefined` → `((n % m) + m) % m`. - The dialog box covers the bottom quarter → keep the floor line above it. - Match cuts on protected colours need both screen positions computed. ## 10. Engine In `demo/`: `px.js` (indexed framebuffer, palettes and LUTs for every colour depth, Bayer dither, mosaic), `font.js` (variable-width pixel font), `ui.js` (windows, dialog, menus, file list, status bars), `sprites.js` (rig + ASCII heads), `portraits.js` (32×32 portraits + expressions), `props.js`, `scenes.js` (parallax, index lighting, tilt), `main.js` (shots, transitions, palette timing, sound events, subtitles). `?sheet=1` renders a model sheet; `?frame=&lut=` renders an environment through any colour-depth table. File list and build steps: [DEMO.md](DEMO.md) "Build notes". ## 11. Variation space You decide which game system the topic hides, the characters, the eras, the palette plan, the opening and the ending. All far from our demo: - Structures: **an overworld tour** (a top-down map; each town a chapter entered by a door transition); **a shop and an inventory** (the story told entirely through items bought, used and sold); **a turn-based duel** (two sides take turns; each move is a scene of the topic). - Openings: **PRESS START**, a title screen with an attract-mode demo; **a battle already in progress** with HP low; **a boot screen** that fails to load and must be retried. - Endings: **GAME OVER** answered by a choice (retry / give up) left open; **credits scrolling over the overworld** as characters walk home; **the save screen** where the last slot is written and the menu closes. --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0038 完整原文结束 ----- ================================================================ 【P0039】HD-2D 分类:风格模板 / 游戏 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/hd-2d/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:12006 说明:灯塔熄灭,孙女提着最后一簇火穿过夜林、爬上风暴悬崖。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0039 完整原文开始 ----- # HD-2D — Style Prompt > Hand-made pixel sprites standing like paper cut-outs inside a lit, fogged, fully 3D diorama, shot from a high three-quarter angle through a tilt-shift lens: a toy world where every lamp throws a real shadow. > References (grammar only): *Octopath Traveler* (Square Enix × Acquire, 2018) and its sequel (2023), the games that defined the HD-2D look. Learn the grammar: sprite-in-diorama, high 3/4 camera, tilt-shift focus band, point lights with shadows, heavy bloom and vignette, framed dialogue box. Never use their characters, places, logos, UI ornaments or music, and never name them in the film. ## 1. Essence, and what it is not A **3D miniature set** of boxes and cylinders wrapped in **pixel-art textures**, populated by **flat 2D pixel sprites that receive light and cast shadows**, seen from a **high, far camera** through a **tilt-shift band** so the world reads as a tabletop model. **Light is the subject**: practicals throw sprite shadows across the floor; shafts, fog, dust or rain hang in the air; strong bloom, heavy vignette. On top, a small **RPG UI**: chapter card, framed dialogue box with typewriter text, serif subtitles. The key contrast: characters stay **flat, low-res and stepped** while camera, light, particles and focus move smoothly every frame. Not a voxel game (no cubic characters), not a flat 2D pixel RPG (the set is real 3D with real light), not a tilt-shift photo of a real miniature (textures are pixels, not materials). ## 2. Materials & rendering - **Constant texel density**: surfaces drawn per pixel on small canvases, `NearestFilter`, world-space UVs at one density (e.g. 24 px/m); sprites on a similar scale (a character ~30–60 px tall). - **Colour from ramps**: 3–6 swatches picked by brightness through a narrow 4×4 Bayer dither. Sprites get a 1 px *selout* outline (neighbour colour darkened toward the ink). - **Boxes and cylinders** for buildings, floors, rock; **billboards** (instanced) for foliage, distant props, ridges. Windows are emissive pixel panes; fire is a pixel atlas stepping at ~10 fps; water a shader with quantized ripples and light columns toward the camera. - **Light rig per set**: one dim shadow-casting key, a hemisphere fill, **practical point lights** with shadows (lamps, fires, windows, screens), and a **front fill** ~2 m before the hero (a billboard lit from behind stays black). An additive glow sprite on every source gives bloom something to grab. - **Post chain, at render time**: supersampled render → physical DOF with tilt-shift in the same signed circle of confusion (above the band = far, below = near; far never bleeds over a sharp foreground) → bloom → vignette/grade → filmic tone map. No film grain. ## 3. Colour logic - **Two temperatures**: one large ambient key (cold, or pale, or dusty) against small warm or saturated practicals. The practicals carry the story; the ambient carries the mood. - The darkest value is a warm ink, never pure black; the brightest is the light source itself, bloomed. - Each set owns one fog colour and one light key, so a cut to a new place reads instantly. - The hero wears the one saturated costume colour that no set uses, so the tiny sprite is findable in a wide. - UI is one metal (gold, silver, copper) plus one paper white over a dark translucent plate. - Examples: night harbour (blue fog, amber windows); autumn market at dusk (violet sky, pink paper lanterns); snowy mine at noon (grey-white daylight, green mineral glow). ## 4. Type & subtitles - An inscriptional capital serif (Cinzel, wide tracking) for chapter labels and titles; an old-style serif (Cormorant, Cormorant Garamond italic) for subtitles, dialogue, taglines. All OFL. - **Narration subtitles**: italic serif ~46–54 px, centred low on a soft dark gradient band, one line per voice clip, in ~0.35 s before the voice. - **On-screen speech gets a dialogue box**, not a subtitle: dark plate, thin metal border, corner ornaments, name plate on its top edge, text **typed over ~90 % of the voice**, blinking caret, soft chime on entry. - Chapter cards and a title card belong to the grammar. Hold ≥ max(1.8 s, speech + 0.6 s). Export the `.srt` from the data that drives the overlay. ## 5. Motion quality - **Sprites step, everything else glides.** Walk cycles 4 frames at 6–10 fps, idles alternate two frames at ~1–2 Hz, blinks every few seconds, pose changes are instant cuts between drawings. Camera, lights, particles, beams and focus update every output frame (60 fps). - **Poses are data**: a parameter object per drawing; a new pose is a new table entry. - **Lights breathe**: every flame flickers (a few summed sines, about ±20 %). A light's level is one value that drives the sprite drawing, the point light (intensity ∝ level^~1.3), the glow opacity and its scale together. - **Weather is procedural**: slanted rain streaks; lightning as a scripted flash curve (strike, dip, re-strike, decay) lifting sky, fill and exposure together. - The world never shakes except for impact; the set never moves, only the camera and what lives in it. ## 6. Camera grammar A vocabulary, not a route. Opening and ending come from the topic. Always look **down** on the world (never at eye level); every path is a monotone spline of a few keys, no overshoot; focus is recomputed every frame from camera to the subject. | Move | Expresses | Can serve | |---|---|---| | Very high, very far, slow push; band on one tiny subject | Preciousness, a whole place as a map | where we are; scale; a landmark | | Medium-high 3/4, near-static drift | Two figures on one stage | a conversation; a handover; a choice | | Lateral tracking, camera leading slightly, foreground passing blurred | A path through a world | travel; a process with steps; a commute | | Dive low and close while a figure kneels or stops | The toy world suddenly personal | exhaustion; care; a secret | | Rising pull-back, focus handed from figure to object | The act spreads outward | consequence; a system switching on | | Orbit half-way round a building or prop | An object seen from all sides | a workshop; a machine; a monument | | Top-down, straight overhead, tilt band as a strip | A board game, a plan | routes; a schedule; a queue | | Rack focus between two depths in a locked frame | Attention changing hands | a memory; someone watching; before/after | | Return to an earlier framing, changed | The rhyme shows what changed | aftermath; growth; a season later | Framing: characters ~1/12–1/8 of frame height; the sharp band follows the subject's projected height (clamped ~.2–.8 of screen); with no character, use a fixed band height per shot. Transitions: short fades to black or cuts between sets; no wipes, no 3D spins. ## 7. Sound palette - **Music**: chamber-fantasy or cinematic colours (harp, celesta, strings, horns, low choir, timpani) or small folk instruments (lute, recorder, hand drum). Either one piece whose own arc matches the story, **cut inside it** at downbeats, or an original score; a downbeat can land on the frame of a visual event. - **Silence as a tool**: a hard stop into a reverb tail, a pad alone, or one heartbeat when the light nearly dies; a short breath (< 1 s) when something fails. - **Foley follows the diorama's matter**: footsteps per surface (wood, dirt, stone, snow), fire crackle, cloth, a UI chime for dialogue boxes and menus, small bells for things switching on, thunder after each flash, a deep boom with shimmer for a big ignition; ambience beds per set, crossfaded. - **Voice**: storybook narrator, slow (speed ~.82–.90); on-screen characters low-passed (~7 kHz) so they sit "in the world". Put invented names in the TTS `asr` field. - **Mix**: lines compressed and RMS-matched; per-line auto-duck ~10 dB (down only); −14 LUFS via `core/render/mux.sh`, grain 0. ## 8. Native moves A menu: use the ones your story needs. - **Shadows jump when a light is lit.** A practical turns on next to sprites and their shadows swing across the floor. *Fits content like:* a shop opening at dawn; a server rack powering up; a teacher switching on a projector. - **The carried light as a meter.** One small light the hero holds is key light and emotion at once: bright → guttering → almost out → relit. *Fits content like:* a phone battery on a long trip; a patient's heart monitor; a candle vigil. - **Tilt-shift preciousness.** An extra-wide with the band on one tiny subject. *Fits content like:* a single delivery van in a city; a newborn's room in a whole hospital; one stall in a night market. - **Lights popping on one by one.** Windows, lamps or boats light up at a steady cadence across the map. *Fits content like:* users joining a network; a village getting electricity; a festival beginning. - **RPG grammar.** Chapter card, named character in a dialogue box, biomes, a landmark, a title card. *Fits content like:* onboarding a new employee; a history in eras; a recipe in stages. - **Weather passes over the diorama.** Rain, snow or lightning sweeps the tabletop with the flash curve. *Fits content like:* a market crash; a harvest threatened; a hard week at work. ## 9. Pitfalls of the medium - **Checkerboard everywhere** → the dither band is too wide (≈ .22 on sprites, ≈ .45 on textures). - **A light burns out the sprite that holds it** → move the light ~0.45 m toward the camera; cap sprite lighting in the shader (`min(outgoingLight, diffuse * 1.35 + emissive)`). - **Lights behind a billboard don't light it** (front normal only) → always the front fill. - **Cylinder beams facing the camera give NaN** that bloom spreads into black blocks → billboard beam cards that fade toward the lens, glow sprite takes over. - **Dark scenes unreadable** → lift environment mid-tones ~×2–2.5 outside the one beat that must go dark. - **Distant glows hidden by fog** → `depthTest = false`, higher `renderOrder`. - **Tilt-shift with no character to track** → fixed band height per shot. **Tilt as a separate blur pass** breaks occlusion → fold it into the DOF's signed CoC. - **Node render scripts may not exit** after `done` (server keep-alive) → `process.exit(0)`; the file is complete once `done` prints. ## 10. Engine In `demo/`: `px.js` (pixel canvas, Bayer ramps, surfaces, lit billboards, glow), `kit.js` (world UVs, materials, houses, props, pixel fire), `fx.js` (sky, pixel sea, particles, rain, beam cards, `flick`), `chars.js` (pose-table pixel characters, `makeChar`), `post_ts.js` (`makePost`: DOF + tilt-shift + bloom + grade), `ui.js` (chapter card, dialogue box, subtitles, title), `main.js` (page contract, `?tilt=1`). Module table, parameters and a minimal new set (a lantern-lit alley): [DEMO.md § Engine reference](DEMO.md#engine-reference). ## 11. Variation space You decide the places, the characters, the light the story turns on, the chapters, the opening, the ending, the camera path, the key temperature and the music. All far from our demo: - Structures: **a day-cycle map** (one set, dawn to night, each hour lit by different practicals as the town's routine unfolds); **a party of three** (three short chapters, each character's biome and light, converging in one room); **a menu of places** (a top-down overworld; the camera dives into one location per topic point and pulls back to the map between). - Openings: **in the middle of the room** (a dialogue box already typing over a close 3/4 shot); **overhead map** (straight top-down, the band as a strip, then tilt down into the 3/4 view); **daylight** (a bright noon wide with no practicals at all, so the first lamp later is an event). - Endings: **a save point** (the hero rests at a small glowing object, the UI shows a save line, fade); **the band narrows** (the sharp strip thins onto one sprite until everything else is blur); **the party leaves frame** (a locked wide holds after the characters walk out; only ambience and flicker remain). --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0039 完整原文结束 ----- ================================================================ 【P0040】微游戏快闪(瓦里奥制造式) 分类:风格模板 / 游戏 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/microgame/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:12512 说明:见习宇航员闯五秒训练营,越来越快,Boss 关亲手降落回地球。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0040 完整原文开始 ----- # Microgame Frenzy — Style Prompt > A rapid-fire party-game film: one command word, a few seconds, one action. Every microgame is drawn in a completely different art style, and the film keeps getting faster. > Genre reference (grammar only): the WarioWare series. Never use its name, characters, UI, microgames or music. The format suits 45–60 s films; longer ones lose the frenzy. ## 1. Essence, and what it is not - **A microgame = a shouted command word + 2.5–4 s + one action + one result** (success, or a funny failure). - **Each microgame uses a different visual medium** (crayon, ink wash, terminal, risograph, pixel, blueprint, Swiss type, clay, cut paper, woodcut…). The jolt of each switch is both the joke and the beat. - **One fixed home look** holds the film together: a show stage with a host, a lives counter and a stage number, which the film returns to between games. - **It keeps accelerating**: every few games tempo, game length, dwell, command hold and animation frame rate step up together. - **The hero survives every medium** by keeping two or three silhouette marks. Not Game Show Flat (one art style, rounds of bars, call-and-response), not a style sampler reel (every game has stakes; lives connect them), not a montage (each game has a rule grasped in under a second). ## 2. Materials & rendering - **Home stage**: flat toon, thick near-black outline (~7 px), flat fills, **one hard-edged shadow** (fill in the shade colour, clip to the shape, refill shifted up-left). Fixed furniture: a frame-within-the-frame where games play (a TV, an arcade cabinet, a phone, a window), the lives board, a stage badge, a trigger prop (button, lever, bell). - **Each medium is a simplified re-drawing, 100–200 lines of code**, built around one channel trick that makes it read at a glance: - drawn media store **pressure or wetness in a channel** (crayon: alpha = pressure against paper tooth; ink: wet and dry ink channels); - print media store **plate densities** (riso: a channel per plate, additive overprint, halftone, misregistration); - screen media are **low-res buffers** scaled up (pixel: indexed buffer, auto outline, dither; terminal: hand-authored glyph art, phosphor shader); - technical media are **line systems** (blueprint: line weights and dimensions; Swiss: a strict grid, one sans, one signal colour). - **Hero translation**: the hero is redrawn from scratch in each medium, but the same marks always survive (e.g. a hat shape, one coloured dot, a number on the chest). Make a model sheet of the hero in every medium before animating. - **Mixed-media frames**: alpha-coverage media over a base, paper media multiplied, screen media flat and clipped to a panel. WebGL2 material shaders turn the channel buffers into each look. ## 3. Colour logic - **The home stage owns a saturated party palette**: a deep ground behind a rotating sunburst, two or three loud accents, plus a fixed success colour and a fixed fail colour used by stamps and the lives board only. - **Each medium brings its own palette** from its tradition (wax colours, one-ink-plus-vermilion, amber phosphor, three riso plates, a limited pixel palette, white-on-blue, black-white-red). Never tint a medium with the home palette. - **One accent follows the hero across media** where the medium allows (a single vermilion dot in ink, an inverse glyph in a terminal, a signal-red circle in Swiss type): it is how the eye finds the hero after a switch. - Example home palettes: violet `#2a0f5c` with magenta `#ff2e88`, gold `#ffc928`, cyan `#1fd1d1`; teal ground with coral and lemon; black stage with hot orange and electric blue. ## 4. Type & subtitles - **The command word is the subtitle**: a heavy display face (e.g. Titan One), white with a thick ink outline, a coloured drop and a burst behind it, skewed a few degrees. It slams in over ~3 frames (overshoot → settle), holds, then **shrinks into a corner tag before the first action**, so the result is never covered. One-off banners fly out instead of tagging, so tags never pile up. - **Other lines**: a rounded card in the home palette with the home outline and hard shadow, a friendly rounded face (e.g. Lilita One ~50 px), a small speaker icon; placed above the timer in games. Hold ≥ max(1.8 s, speech + 0.6 s), never under a big banner. - Inside a game, any text (replay captions, labels) uses **that medium's own typography**. - The command word appears in the .srt only, never burned twice. ## 5. Motion quality - **The frame rate is part of the ladder**: characters step on twos or at 8 fps early, faster later, on ones at the climax. Camera moves, transitions and the timer spark always run on ones. - **Five things accelerate together** at each speed-up: tempo, game length, stage dwell, command hold, character frame rate. - **The timer is visible and on the beat**: e.g. a fuse with one knot per beat, the spark passing each knot exactly on it. It freezes in a replay. - **Unified transition through the frame-within-the-frame**: push into the screen to start a game (~0.25 s), shrink the game back into it to return (~0.33 s) with a ✓ / ✗ stamp. No fades, no blank frames. - **Failure is performed**: the action overshoots, splats, bonks or rolls off; the medium's own physics makes the joke. - **Instant replay** for a failure that must be understood: freeze, half speed, push-in, letterbox, a caption in the medium's type. - The home host has a tick on every beat; stopping it dead is the strongest emotional tool. ## 6. Camera grammar A vocabulary, not a route. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Start inside a game, command already slamming | the rules explain themselves | throwing the viewer in | | Pull back out of the game screen | scale: this was one screen on a show | the first return to the stage | | Locked frontal home frame | the constant; only the scoreboard changes | stage beats; the host's reaction | | Slot reels (the stage splits into spinning strips of earlier frames, stopping one per beat) | acceleration, a summary | a speed-up; a change of round | | Extreme insert on the trigger prop | the start, felt | a game starting on the downbeat | | Lights cut to one top spot, frame unchanged | stakes; the last chance | the last life; a decision | | Tile flip (last frames of past games flip into pieces of a new frame) | the past becomes the material of the present | a boss or finale; a recap | | Push into a detail, hold | the viewer notices before the hero does | a clue; a silence | | Snap back to wide on one beat | release | a solution blooming; a save | | Split screen, two media side by side | comparison, rivalry | two players; before/after; two approaches | Framing: the game screen is a fixed fraction of the frame (around 40 % of the width); in a mixed-media frame keep **one focal chain** (A leads to B leads to C) and push info panels into a corner. ## 7. Sound palette - **Music first**: a tempo grid and a cue table before any animation; every picture hit lands on a listed cue. - **A constant groove + one colour instrument per medium.** The groove (kit with ghost notes, slap or synth bass, brass stabs, keys) runs throughout; each medium adds its own timbre: toy piano for crayon, shakuhachi or guqin for ink, square beeps for terminals, vibes for print, pulse arpeggios for pixel, a typewriter for drafting, claves for Swiss, kalimba for clay, koto for woodcut. - **Foley follows the medium**: wax squeaks, wet splats, teletype relays, paper crunch, bit-crushed noise, ratchets and stamps, hollow bonks. Home stage: a spring trigger click, glass crack for a lost life, card flips, a reel whirr, sparse claps. - **Acceleration options** (use what fits): a rising brass run into each speed-up; the key rising a step per round; halving note values instead of changing tempo; dropping the groove to a heartbeat on the last life. - **Real silences**: at least one before the biggest hit (a heartbeat or one pitched note may remain). The loudest moment comes right after the longest silence. - **Voices**: a host who shouts every command a hair *after* the stab so brass doesn't mask it; a hero with very few words (reactions work best). Duck music ~11 dB and foley ~6 dB under voice. −14 LUFS. ## 8. Native moves A menu: use the ones your story needs. - **Style switch per game.** Each task is drawn in the medium that suits it. *Fits content like:* the steps of baking bread (flour in crayon, oven dial in blueprint, crust in woodcut); a day of a nurse; a heist's roles. - **Command word.** One verb is script, subtitle and downbeat. *Fits content like:* SCAN! at a checkout; BREATHE! in a yoga class; SIGN! at a contract signing. - **Lives as UI.** The counter carries emotion without narration; 3 → 2 → 1 (blinking) builds tension alone. *Fits content like:* a phone battery; retries on a driving test; chances left on a quiz. - **SPEED UP.** Everything steps up together. *Fits content like:* rush hour; the last week before a deadline; a kitchen during dinner service. - **Failure becomes the solution.** The material of an earlier failure returns in the final game as the answer. *Fits content like:* a spilled coffee that later stains the winning map; a bug that becomes a feature; a missed train that leads to the right meeting. - **Boss mixes the rules.** The final game is built from pieces of earlier media. *Fits content like:* a final exam; launch day; a festival's closing night. - **Instant replay.** The joke explained in slow motion. *Fits content like:* a goal-line decision; a typo that shipped; a cat's leap that missed. ## 9. Pitfalls of the medium - **A luminance-ramp ASCII figure is mush** → hand-authored glyph art with structural glyphs, an inverse glyph for the accent. - **Ink shapes read as smoke** unless their silhouette is designed (a short round blot phase, then a clear structure with seams and light edges). - **A failure at high tempo goes unread** → make the action overshoot and hit something, or give it an instant replay. - **Alpha-coverage media show the background through gaps** → a full-pressure base where it must be solid. - **Drawing helpers with a global context** draw on the wrong canvas when scenes render into offscreen buffers (game screen, reels, tiles) → set and restore the context. - **Command tags pile up** → secondary commands fly out. - **A 100 % white flash** reads as a blank frame → cap at ~60 %. - **TTS single-word commands** gain a vowel tail ("Pump!" → "Pompey") → generate a two-word phrase and cut after the first word using ASR timestamps; verify each clip, since ASR mishears 0.2 s words in a dense mix. ## 10. Engine `demo/timeline.js` (tempo grid and segments, the single source of truth), `demo/toon.js` + `demo/stage.js` + `demo/hud.js` (home look, stage, timer, command word, stamps, lives, subtitle cards; call `setCtx` when drawing offscreen), `demo/chars.js` (host and hero rigs), `demo/glpass.js` (WebGL2 material shaders: riso, crayon, CRT, ink, blueprint paper), one `demo/g_.js` per medium (`sceneX(g, lt)` + the hero translation), `demo/film.js` (transitions through the TV, slot reels, tiles, events). Module map and build: [DEMO.md](DEMO.md#build-notes). ## 11. Variation space You decide the tasks, which medium draws each, the home stage and its frame-within-the-frame, the host and hero, the number of rounds, where failures fall, the finale, the opening and the ending. The command → action → result unit, the medium switch and the acceleration stay. All far from our demo: - Structures: **two players, alternating** (each game is played by one of two rivals; the lives board is a tug-of-war); **one day, hour by hour** (each game is an hour, the speed-ups are the morning rush and the evening rush, the finale is midnight); **a relay** (the result of each game is the object handed into the next one, so the chain is the story). - Openings: **the home stage asleep** (lights off, the host wakes on the first beat); **a game-over screen** we rewind from; **the lives board alone**, a counter clicking down before we know what it counts. - Endings: **a high-score table** where the hero types their name letter by letter in each medium; **the credits as one more microgame** (CATCH THE NAMES!); **the home stage packs away** into the frame-within-the-frame and the screen switches off. --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0040 完整原文结束 ----- ================================================================ 【P0041】综艺节奏扁平 分类:风格模板 / 游戏 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/game-show/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:12436 说明:把 AI 发展史做成一局节奏游戏,模型踩着拍登场,最后发成绩单。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0041 完整原文开始 ----- # Game Show Flat — Style Prompt > A rhythm-game variety show in flat vector: toy-like mascots with thick ink outlines on candy-coloured stripes and sunbursts, every hit landing on a fixed tempo grid, call-and-response patterns, and a judgement word when each round is won. > References (grammar only): rhythm-action party games in the Rhythm Heaven mould (cue → answer, round cards, judgement words), Japanese variety-show telops (thick outlined captions, stripe and sunburst sets), WarioWare-style stage cards. Never use their names, characters, UI, levels or music. The format works from 45 s (three rounds) to about 3 min (eight rounds). Narration is optional: the style can carry a film on short shouts and telops alone. ## 1. Essence, and what it is not - **Everything is on the grid.** One fixed, fast tempo. Every pop, drop, stamp, typed character and camera punch sits at a (bar, beat) and is also a sound event; the score is generated from the picture's own timeline, so they can't drift. - **One drawing kit, many sets.** Flat fills, one heavy ink outline, round caps, hard offset shadows; each round gets a new saturated background colour and pattern. - **Characters are toys.** One body construction for the whole cast, told apart by colour, a belly patch, one head accessory and a name tag. They hop on the beat, squash on hits, throw arms up on a shout. - **A round = a repeatable verb + a win.** The topic is split into rounds; each round has one action that can repeat on a beat, and ends on a judgement the audience reads in one glance. Not a microgame frenzy (no timer or one-verb command per 3 s game, no change of art style per round), not a mid-century cartoon (no textured painted backgrounds, no character acting), not a keynote (no slow reveals, no gradients). ## 2. Materials & rendering - **Vector only**, SVG or canvas paths at 1920×1080: flat fills, one outline colour (near-black), 8 px outlines on characters and props, 5–7 px on small parts, round joins and caps. - **No gradients, no blur, no texture, no soft shadow.** Depth is a **hard offset shadow**: the same shape in outline colour shifted ~10 px (stickers, banners) to ~14 px (cards), then the coloured shape on top. - **Sets** = one saturated background + a same-hue pattern one step lighter: diagonal stripes (often scrolling slowly), offset polka dots (~20 % white), or a rotating sunburst. A darker floor band with an ink line on top grounds the characters. - **Characters**: a rounded bean body, stubby arms with mitten hands, oval eyes with a catch-light, a mouth that swaps to an open one. Humans share the construction; older machines or eras read through a boxier silhouette. - **UI kit**: round card, corner sticker banner, judgement word, burst (star + ring + speed lines), scoreboards. - `render(t)` is a pure function of `t`: every element's state is recomputed from `t`, never carried over from the previous frame. ## 3. Colour logic - **Ink + paper + candy.** Near-black ink, white, and a warm cream for cards and paper props; around eight saturated candy hues (yellow, orange, red, pink, green, lime, sky, blue) plus two or three deep hues with darker partners for night or finale sets. - **One set = one hue.** The background, its pattern and the round card share a hue; the card changes colour to match the set it introduces. Neighbouring rounds never share a hue. - **Characters own colours.** A contestant's body colour is its identity and never changes; keep it distinct from the set it stands on (a character is never the same hue as the background). - Big words are white or yellow with a thick ink stroke; judgement words may be pink or yellow. - Set examples: tangerine ground `#FFB870` with `#FFA85A` stripes; teal with mint dots; navy with a gold sunburst. ## 4. Type & subtitles - **Display**: a heavy rounded sans for Latin and numbers (e.g. Fredoka 700); a black-weight sans for CJK (e.g. Noto Sans SC 900); a hand-lettered face only for handwritten props (e.g. ZCOOL KuaiLe). - **Telop text**: white or yellow fill with an ink stroke ≈ 14 % of the font size painted *under* the fill (`paint-order: stroke`). Titles are built glyph by glyph so each character can pop in. - **The telops are the subtitles.** Round cards, corner banners, labels, prop text and judgement words carry the meaning; keep them short (≤ ~20 CJK characters on a banner line, ≤ ~12 on a plate; Latin runs ~1.6× wider). With narration, subtitles are telop plates at the bottom in the same outlined type, never a thin generic caption. - Hold every text ≥ max(1.8 s, speech + 0.6 s); a judgement word may be shorter because it is read at a glance. ## 5. Motion quality - **Idle = hop on the beat**: a parabola per beat (8–30 px); neighbours hop on the off-beat so a crowd ripples. - **Hit = squash**: a damped wobble (~30 rad/s, ~0.35 s) after each hit; a small squash on every downbeat. - **Entrances drop from the sky** with ease-in and land exactly on their beat, so the sound lands with them. Crowds drop in one per beat or half-beat. - **Pops use back-ease** for anything appearing (cards, stickers, stamps, words); ease-in for exits. Nothing fades in slowly: things are either on or popping. - **Shout pose**: arms up + open mouth for about half a beat. - **Typewriter** reveals on fractions of a beat, with a click every few characters. - Scene changes are **hard cuts on bar lines**, with a very short white flash. A fade is saved for the very end, if at all. - Nothing moves off the grid: an event between beats sits on a subdivision. ## 6. Camera grammar The stage is a frontal, symmetrical proscenium; the frame itself does the moving. A vocabulary, not a route. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Beat punch (zoom 0.8–5 % around centre, decays in ~0.16 s) | the hit, felt in the frame | any accent; a slam; a count-in | | Several punches in one bar | the frame breathing with the music | a chorus; an escalating pattern | | Locked frontal wide | the whole stage as a game board | a pattern being set up; a crowd; a scoreboard | | Hard cut on the bar line + flash | a new round, a new set | chapter changes; a before/after | | Split stage (two halves, two sets) | two sides answering each other | a rivalry; human vs machine; old vs new | | Shrink to thumbnail (a finished bit scales down into a slot) | memory, accumulation | a recap; "and then all of this happened" | | Vertical scroll of the set (floor to sky) | rising stakes or scale | a leaderboard; growth; a tower of items | | Snap zoom onto one prop (hard cut to a 2× framing, back on the next bar) | this detail is the joke | a price tag; a number; a face reacting | Keep the sum of simultaneous punches below ~0.06 so the frame edge never shows. Characters stand on the floor band; banners top-left, judgement words centre-top. Hard cuts only; no dissolves. ## 7. Sound palette - **All synthesized** from the picture's events: a sine kick with soft saturation, band-passed noise snare and clap, hats, slap bass, detuned-saw brass stabs with a closing filter, square lead with vibrato, marimba-like pluck, music-box bell, triangle pad, square arp, cowbell. - **A bright major pop harmony** on a short chord loop, one chord per bar; each round gets its own flavour (funk, quiz, electro, dream, heavy…), not a new song. - **Event foley is toy-like and pitched**: pops, plop + boing landings, stamps, typewriter clicks, buzzers, dings, servo whirs, splats; pitched pips can spell a melody as a crowd drops in. - **Shouts, not sentences**: one- to three-word calls ("Hey!", a number, a verdict), placed 20–30 ms before the beat so the consonant lands on it. A crowd shout = several different voices stacked a few ms apart and panned across the stereo field. - Options to vary intensity (pick what the film needs): a jingle (crash + rising brass + snare roll) into each round; a transposition up for a finale; dropping to drums only for one bar before a big hit; a half-time bar for a reveal; one bar of silence broken by a single shout. - **Mix**: voices and foley on their own bus; music ducked from that bus's envelope; soft-clip rather than hard limit; −14 LUFS, true peak ≤ −1 dB. ## 8. Native moves A menu: use the ones your story needs. - **Rounds with a card.** A 1-bar card (round number + name + a tag such as a year or a step) flies in on a jingle, then play. *Fits content like:* the steps of a recipe; the stages of a startup; the chapters of a museum tour. - **Call-and-response.** Anything with a turn becomes a rhythm pattern; speeding up the pattern (quarters → eighths) *is* the plot. *Fits content like:* a teacher's question and the class answer; a customer order and the barista's reply; ping-pong between two negotiators. - **Judgement word.** A big outlined word pops at an angle on the round's last hit. *Fits content like:* "Delivered!" on a logistics step; "Approved!" on a permit; "Personal best!" on a training plan. - **Stats as game UI.** Numbers become podium scores, counters racing to a target, price tags getting hammered, bar charts that grow per beat. *Fits content like:* fundraising progress; calories per dish; downloads of an app. - **Remix board.** One set with a timeline ribbon; each item gets a few bars centre stage, then shrinks into a slot along the bottom; in the finale all slots bounce together. *Fits content like:* a year in review; a team's release list; a festival line-up. - **Crowd drop.** Many contestants drop in one per beat, each with a pitched pip. *Fits content like:* every member of a club; the planets; the ingredients of a dish. - **Next-level tease.** Something hatches or unlocks. *Fits content like:* a next version; next season; a next grade. - **Report card.** A typewritten recap with a grade stamp. *Fits content like:* a quarterly review; a trip summary; a final score. ## 9. Pitfalls of the medium - **Stateful updates break parallel renders**: a worker starting cold shows the initial state. Recompute every pose from `t`; compare single stills with a sequential render. - **Cue lists drift** when cut flashes, jingles and arrangement are separate hand lists: derive them from one table. - **Fixed-length audio buffers** cut the tail: size them from the duration. - **Text measured before fonts load** overflows plates: load fonts, then build. - **TTS misreads digits and symbols** in shouts: spell them out. - **Real products as characters**: names on tags, original mascots, no logos or UI; real people only as generic stand-ins. ## 10. Engine `demo/frame_head.html` (SVG helpers: `el`, `txt`, `tf`, `op`, easing `E`, per-glyph `chars`/`charsPop`, `measure`), `demo/main_v1.js` (tempo grid `at(bar, beat)`, `ev()` sound events, `punch()`, `hopY`/`hitSq`, `gtext` telops, `stripes`/`dots`/`raysEl` sets, `burst`, `judge`, `banner`), `demo/main_b.js` (`bean()` characters + `pose()`, `human()`, `scene(t0, t1, build)`, `card()`, `dropY`, `heyAt`), `demo/music.py` + `demo/synth_lib.py` (event-driven score and SFX). The contract: `scene()` builds nodes once and returns `update(t)`, which only sets attributes. Module table and a minimal new round: [DEMO.md](DEMO.md#engine-reference). ## 11. Variation space You decide the rounds and their verbs, the cast, the sets and colours, whether there is narration, the tempo, the opening, the ending and the length. The grid, the drawing kit and the telop language stay. All far from our demo: - Structures: **a tournament bracket** (two contestants per round, the winner advances, the final is a split stage); **one long round** that keeps escalating its single pattern from quarters to sixteenths as the story's pressure rises; **a quiz show** with three contestants where each question is a fact of the topic and the scoreboard is the argument. - Openings: **the judgement first** (a "Perfect!" pops on an empty stage, then we rewind to how it was earned); **a single contestant alone** hopping on a bare floor until the crowd drops in; **the scoreboard** showing a final number, then counting back to zero. - Endings: **a group photo** (everyone freezes mid-hop, a flash, the frame becomes a polaroid on a card); **a level-select map** where every finished round is a lit node; **a curtain** falling bar by bar with the last shout under it. --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0041 完整原文结束 ----- ================================================================ 【P0042】1920s 默片 分类:风格模板 / 电影与时代 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/silent-film/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:11546 说明:面包店学徒追一个滚走的面包,最后掰成两半分给饿肚子的小女孩。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0042 完整原文开始 ----- # 1920s Silent Film — Style Prompt > An engraved-illustration silent film projected in a picture house: ink line and silver wash, a 4:3 print that flickers and weaves between velvet curtains, intertitles instead of voices, and a cinema pianist who plays every beat. > References (grammar only): **Buster Keaton**, *The General* (1926) and *Sherlock Jr.* (1924) — the whole gag in one locked-off wide shot, a deadpan face, a body that does the acting; **Harold Lloyd**, *Safety Last!* (1923) — the near-miss; **Georges Méliès** — the iris and the trick shot; **The Artist** (2011) — how few intertitles a modern audience needs; **1920s photoplay piano cue sheets** — music by mood section, the piano doing the sound effects. Never use the Tramp look (bowler, toothbrush moustache, cane), any real film's gags, or any published melody. ## 1. Essence, and what it is not A one-reel film as it would look *projected*: - **A 4:3 print in a gate between theatre curtains**; the sides of the 16:9 frame are the picture house. - **An ink drawing with washed greys and hatching**, printed on silver stock that flickers, weaves, scratches and burns at the edges. - **Nobody speaks.** Beats are told by **action in wide shots** and by **intertitle cards**. - **The only sound is a cinema instrument** (piano, organ) and the projector in the booth. Not a noir (no hard shadows as mood, no voice-over), not a sepia photo filter on modern animation (the drawing itself is engraved and inked), not a Chaplin pastiche. ## 2. Materials & rendering - **Tonal painting + Redraw.** Scenes are painted in grey values only (print densities roughly: ink 0.07, dark cloth 0.15–0.3, mid wood 0.45–0.6, skin 0.8, white linen 0.9–0.95), with soft light gradients and a thin separation line. A **Redraw** pass (WebGL2) inks the whole frame: difference-of-Gaussians contours on the dark side of every edge, luminance posterised into ~5 soft wash steps, and 45° hatching (then crossed) in the darks, re-drawn every two frames like hand-redrawn animation. Real video frames can go through the same pass so footage and drawing share one hand. - **Print pass**: silver tone with a sepia amount between ~0.1 and ~0.36, print black ~0.055 and white ~0.93, S-curve, halation on highlights, uneven density, flicker, gate weave with occasional perforation jumps, broken vertical scratches (white = scraped emulsion, dark = dirt on the negative), brown burn creeping from the edges, vignette, two-octave silver grain; then dust, a hair in the gate, a rare blotch. - **Frame**: 1440×1080 in the centre of 1920×1080, a rounded aperture with a soft dark rim; velvet drapes at the sides lit by the screen's spill and by footlights. Curtains can part and close. - **Figures**: realistic proportions (7.5-head adults, ~5-head children) on a 2.5D rig (joints solved in 3D, projected with a yaw), silent-era make-up (pale skin, dark lids and lips); identity by silhouette marks (a hat, a garment, a tool). ## 3. Colour logic - **Monochrome silver**, tinted only by the print: colder and harsher (more damage, less sepia) when things go wrong, warmer and cleaner when the film turns tender. Tint and damage are mood controls, set per section. - Values carry everything: dark clothes against pale walls, pale faces against dark interiors; check every shot as a thumbnail. - **One colour, at most**: an element drawn into a separate colour mask keeps its hue through the print (still getting grain, flicker, vignette). Use it for the single thing the film is about, or not at all. - Period tinting of whole scenes (amber for day interiors, blue for night, rose for romance) is a valid alternative to sepia; one tint per section. ## 4. Type & subtitles - **The intertitles are the subtitles**; the `.srt` lists their text. A card holds 2.5–3.75 s (≥ max(1.8 s, reading time + 0.6 s)). - A black painted card with a deco border whose ornament follows the emotion: one heavy rule for a shout (the text shakes), a double rule with stepped corners and fans for narration, vines and small flowers for tenderness. - Period faces (OFL): a small-caps display serif (e.g. Playfair Display SC) for titles and shouts, an italic old-style serif (e.g. Old Standard TT Italic) for narration and dialogue. - A few words per card; three to five cards in a short film. A card never explains what the picture already shows. ## 5. Motion quality - **Hand-cranked sampling**: character and camera motion sampled at 16 fps (18 or more to undercrank a fast scene); flicker, weave, grain and scratches change every output frame (24 fps). That mix makes it look projected rather than merely low-frame-rate. - **Speed is an emotion**: undercrank chases and panic (faster motion, faster flicker); return to 16 fps and a calmer print for tender scenes. - **Deadpan performance**: the face barely changes; the body acts (crouch before effort, held poses, the two-frame snap of a double take, hands on knees). Objects act too (a wobble before a fall, a ritardando to rest). - **Keyframed, eased poses**; only deliberate gags snap. ## 6. Camera grammar A vocabulary, not a route. The period camera is heavy: most shots are locked. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Locked-off extreme wide | cause and effect seen whole; the wait is the joke | a mechanical gag; a crowd; an elaborate process | | Locked full shot | the premise in one frame | a character's routine; a confrontation | | Tracking shot with foreground passing | pursuit; momentum | a chase; a race; a delivery against the clock | | Iris in / out | attention on one thing; a beginning or end of a thought | an object; a face; a memory | | Half-open iris, held | a character sharing a look with the audience | a wink; a secret; complicity | | Slow motivated push-in | tenderness; realisation | a kneel; a letter read; a decision | | Masked shot (keyhole, binoculars) | point of view; spying | a detective; curiosity; romance | | Split screen / double exposure | trickery; dream; two places at once | a phone call; a ghost; a daydream | Framing: wide and medium shots; big close-ups of rigged faces look like mannequins, so keep any close-up small or inside an iris. Transitions: iris, fade to black, straight cuts, the curtain. No dissolves between shots of the same scene, no modern whip pans. ## 7. Sound palette - **The instrument is the sound design**, as in a picture house: an upright piano (optionally a reed organ, theatre organ, violin or small ensemble) plays every event. Mickey-mousing vocabulary (options): chromatic creep in the bass (sneaking), grace note (a wink), forearm cluster (a crash), swelling diminished tremolo (a wait), low rumbling tremolo (a storm, a machine), "plink … plonk" (emptiness), diminished sforzando (a shock), rolled chord (a door, a reveal), descending glissando (a fall), low "boing" (a bounce), nervous trill (hesitation), minor second (something breaking). - **Photoplay idiom**: stride left hand, music by mood section in the manner of cue sheets (Hurry, Misterioso, Agitato, Tenderly, Maestoso), a theme that returns changed. Original music only. - **No foley, no voice.** **The projector is the ambience**: lamp click, motor spin-up, claw-and-motor purr, film flapping on the take-up reel. - **Silence**: the music stops and the projector alone remains; it frames a held moment. - **Mix**: tame piano hammer transients with light compression before loudness normalisation (−14 LUFS). Grain goes in the picture (mux grain 1). ## 8. Native moves A menu: use the ones your story needs. - **The chain in one take.** A triggers B, B leaves the frame, the audience waits, B returns and hits C. *Fits content like:* a supply chain gone wrong; how a rumour spreads; a Rube Goldberg invention. - **The near-miss.** A hand closes exactly where the object was a frame ago. *Fits content like:* catching a bus; a startup missing a deal; a goalkeeper. - **The intertitle twist.** A card reframes the next shot in a few words. *Fits content like:* "Meanwhile, in the lab…"; "The machine had other ideas."; a statistic as a punchline. - **Undercranked chaos.** Speed and damage rise together. *Fits content like:* rush hour; a kitchen at dinner service; a stock crash. - **Iris on the look.** An iris stops half-way so a character can glance at the audience. *Fits content like:* a product winking; a cat that knows; a scientist's secret. - **Redrawn footage.** Real video pushed through the ink pass becomes a period drawing. *Fits content like:* a company's archive; a family film; a sports clip. - **The echo gesture.** A gesture from the start repeated by someone else with a new meaning. *Fits content like:* a teacher and a pupil; a handover; a tradition. ## 9. Pitfalls of the medium - **Too much content kills a silent film**: a many-step chain at small figure scale is noise in a thumbnail. One legible chain with a pause in the middle beats three busy ones. - **Puppet arms**: apply abduction before flexion, let the shoulder rise and swing forward as the arm goes up, slim the torso's shoulder corner on the raised side, hide the arm's contour where it lies over the torso. Raise arms sideways (or turn the figure) so they don't cross the face. - **Pose pops**: drive every figure by eased keyframe lists, never by `if` branches. - **Floating props**: hold a prop between the palms at the depth between the arms; tie a rolling object's rotation to distance (angle = distance / radius). - Brow angles flip with facing direction: check expressions in a crop at final size. - An iris must track its target in film coordinates after any camera zoom. - A grab must put the hand exactly where the object is at the beat, or it doesn't read. - Closed curtains lit only by a dark screen go pure black: add footlights. - Heavy grain makes huge files → re-encode with `-tune grain` at a higher CRF. ## 10. Engine In `demo/engine/`: `ink.js` (tonal forms, ink line, wash, hatch; `drawShape()` draws any path in this style), `redraw.js` (`Redraw`: tonal painting or real footage → ink drawing, WebGL2), `film.js` (`FilmPost` print pass + `damage()`, stackable on any 2D canvas, with an optional colour mask), `cards.js` (intertitles, deco borders, iris, theatre), `figure.js` + `heads.js` (2.5D rig). `demo/timeline.js` is a cue sheet that drives both picture and score. API table and a minimal example (a one-colour shape through the whole pipeline): [DEMO.md](DEMO.md) "Engine reference". ## 11. Variation space You decide the genre (comedy, melodrama, adventure, newsreel), the characters, the gag or the drama, the cards, the tint plan, the opening and the ending. All far from our demo: - Structures: **a newsreel** (a sequence of "reports" with headline cards and a narrator card between them); **a melodrama in three reels** (each reel a tint: amber, blue, rose; a villain card, a rescue); **a trick film** (Méliès-style: one stage, a magician, objects appearing and transforming by substitution cuts). - Openings: **mid-chase**, the film already running and scratched, no title yet; **a single intertitle question** before any image; **the projectionist's view**: the beam from the booth, then the screen. - Endings: **the film breaks** (the print burns through and the lamp shows white); **a final card that addresses the audience** directly; **fade to black on a locked wide** with the piano holding one chord. --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0042 完整原文结束 ----- ================================================================ 【P0043】后室 / 新怪谈 分类:风格模板 / 电影与时代 性质:完整风格模板(STYLE.md) 署名/来源:LemoLab 来源网站:Lemo-Opuscar 提示词页面:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/styles/backrooms/STYLE.md 原帖或作者来源:https://github.com/lemomo-ai/lemo-opuscar 正文字符数:12480 说明:新夜班员工拍下入职第一晚:无尽的黄色办公空间,和墙上的员工守则。 收录依据:MIT 许可/归属说明:https://github.com/lemomo-ai/lemo-opuscar/blob/4d7014aa7ba7d22c00513052dd996a4f200d5102/LICENSE ----- P0043 完整原文开始 ----- # Liminal Found Footage — Style Prompt > Camcorder tapes recovered from empty, endless, fluorescent-lit spaces. Rules instead of monsters. > Genre reference (grammar only): "the Backrooms" internet folklore and new-weird / rule-horror; 1990s consumer camcorder footage. **Never** use the word "Backrooms", wiki "Level" numbers, community entity names, or any existing organisation or logo inside the film. Everything on screen (rules, forms, company voice, any presence) is original. Suits films of 45–60 s. ## 1. Essence, and what it is not - **One first-person camcorder recording** (1990s VHS, 4:3), handheld, continuous. - **An empty, familiar-but-wrong interior** that repeats: an office, a hotel floor, a school, a mall, a parking level, a hospital wing. Humming fluorescent light, no people. - **Dread from emptiness, repetition, bureaucratic rules, and the camera's own machinery failing at the wrong moment.** Nothing chases anyone. A chill on the back of the neck, not a jump. - **The medium is the storyteller**: focus, exposure, tape damage and the on-screen display carry the plot. Not a horror film (no monster close-ups, no gore, no jump scares, no score stings), not an ASCII/CRT terminal piece (the artefacts are tape and lens, not phosphor and scanlines), not a ruin (clean is part of the style). ## 2. Materials & rendering - **Frame**: 4:3 pillarboxed in 1920×1080. Render 3D at low resolution (e.g. 720×540) and let the VHS pass upscale; low resolution hides CG cleanliness. - **Space**: axis-aligned partitions on a grid with random gaps and stubs, pillars, a drop ceiling of tiles with recessed light panels at regular intervals. A hand-authored route through procedurally filled space, so every doorway shows more emptiness. - **Lighting = thousands of lights, no shadows**: store every panel's colour and intensity in a float texture; each fragment sums the nearest panels (emitter cosine × Lambert / (d² + ε)) plus a bounce term. No occlusion: this light is flat. Per-light variation (a few % warm/cool/green), a few % dead, a few % flickering. Ambient occlusion darkens seams. - **Fog follows local light**: fog colour × (local light / average). Where lights are dead the haze is dark, so a silhouette there reads as a *hole in the light*. Background = fog × ~0.15, so corridors dissolve into darkness, never a bright wall. - **Restrained decay**: tide-marks at the foot of some walls, a discoloured band under the ceiling, rare peeling seams, a few yellowed or missing tiles, dead insects in diffusers. Percentages in single digits. - **Printed matter**: office laser-print on yellowed paper, condensed sans headers, form numbers and revisions, numbered rules, a polite closing line from "Management". Pinned or taped. - **VHS camcorder pass** (not a CRT): small line jitter (≤ 0.25 px low-frequency wobble), a head-switching band, tracking tears on demand, barrel + vignette on the image but **not** the OSD, luma blur + edge ringing, chroma smeared right, light smear, drifting white balance, AGC noise in darks, dropouts, lifted blacks, soft clip. Noise at tape rate (30 fps). No scanlines, no RGB mask. - **OSD**: a hand-made bitmap font with a black outline: REC dot, battery, time and date. A camcorder title generator uses the same font, larger. ## 3. Colour logic - **One dominant sickly hue** from the location's materials (mustard wallpaper, institutional green, hospital blue, beige laminate), with a darker trim and a mottled floor of the same family; ceiling and light panels near-white and slightly warm. - **Exactly one saturated colour**: a signal such as a red alarm lamp, a green emergency sign, an amber warning light. It is the only thing that blooms (drive its emissive high enough to cross the bloom threshold). - White balance drifts; colour is never graded clean. - Example material palettes: wallpaper `#d5bd66`, trim `#4d3d26`, carpet `#8c763c`; pool tile `#9fc7c0`, grout `#e6ece6`, water `#5e8f96`; school corridor `#b9c49a`, lockers `#6f7f66`, linoleum `#a89a7d`. ## 4. Type & subtitles - **Closed captions (CEA-608 style)**: a monospace (e.g. IBM Plex Mono 600) ~42 px, white on a solid black box per row, ≤ 32 characters, centred inside the 4:3 frame above the OSD. Untouched by tape noise (the TV decodes them). Hold ≥ max(1.8 s, speech + 0.6 s). - **Speaker marks**: `[PA]` for announcements, italics for the operator, SDH descriptions in brackets (`[LIGHTS FLICKER]`, `[TAPE NOISE]`, `[SILENCE]`). - **Rules on notices are not captioned**: they are the picture. Readable at 1080p, ≥ 3–4 s uncovered. For close-ups **lower the camera so the lens is parallel to the page**; pitching down at a vertical sheet shears words into fake italics. - The **title** is camcorder title-generator text over the first shot. ## 5. Motion quality - **One continuous handheld take.** Cuts happen only where the tape breaks: power-on roll-in, tracking tear, REC off. - **Handheld** = walking gait (head bob a few cm, sway, small roll) + breathing (~0.27 Hz) + tremor noise at a few frequencies whose amplitude follows a **fear** curve. At a held breath, **freeze all of it**. - **Looking down** shows only shoe toes and floor, never legs. - **Autofocus** = focus distance animated with overshoot: blur → lock → slip → lock. Blur comes from pulling focus *near*. Zoom narrows the FOV and opens the aperture. - **Lights flicker** as short blackouts (~0.1 s); auto-exposure catches up with a lag (~0.45 s) and gain noise pumps. - Things move by themselves slowly (a door over >1 s, eased), never snap. ## 6. Camera grammar A vocabulary, not a route. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Walking POV down a corridor | routine, the endless | establishing the space; time passing | | Slow pan off a detail to the space | scale; the space goes on | a reveal; a first look | | Glance down at the feet | obedience, avoidance | obeying a rule; not looking | | Crouch and hold on printed text | reading; bureaucracy | a rule; a contradiction | | Zoom + focus hunt into the distance | seeing / not seeing | a presence; a doubt | | Identical framing after a tear, only the OSD changed | time removed | a jump; a loss | | Turn a corner, hold still | a threshold | an exit; a choice | | Slow push-in with no sound | the pull of something | a door; a sign | | Backing away while filming | retreat, fear | leaving a room; a rule broken | | Camera set down on a surface, static, recording alone | abandonment | the operator gone; a long wait | | Whip toward a sound, then nothing | expectation denied | a noise with no source | Framing: text readable and uncovered; any presence small, far, and in a region of dead lights. Transitions: tape events only. ## 7. Sound palette - **No score.** Only what the tape would have recorded. Music exists only inside the world (hold music, a radio through walls, a tinny PA jingle), filtered and reverberant, possibly slowing with tape wow. - **Fluorescent bed**: 120 Hz (or 100 Hz) + harmonics, a buzzy band-passed component, a faint ballast whine, bad-tube bursts; gated by the same light curve as the picture; closer in small rooms. - **PA voice**: calm, corporate, through a ceiling speaker (band-pass ~300–3500 Hz, cone resonance, saturation, room reverb), dry enough to stay intelligible. A short original chime before announcements; after a time jump, chime and voice may drift flat. - **Operator**: a few short, quiet lines with proximity bass and breath; breathing whose rate follows fear; a held breath and one long exhale. - **Foley by material**: carpet steps (low thud + wet squelch) or hard-floor squeaks, cloth rustles, camcorder clack and motor, zoom servo, AF ticks, ballast tink on flickers, a stick-slip hinge, a drag overhead, a vending machine, a pipe. - **Silence**: digital zero for a second or more (tails included), captioned `[SILENCE]`, is the strongest tool. A soft scare at most: everything restriking at once when sound returns. - **Drone** options: a low brown-noise band with beating sines rising slowly; the room tone itself pitch-shifting; nothing. - **Mix**: bed and in-world music ≈ −8 dB under voices. −14 LUFS; no added grain (the noise is in the picture). ## 8. Native moves A menu: use the ones your story needs. - **Autofocus / auto-exposure hunting.** Something is there only while focus is correct. *Fits content like:* a missing pet on a hotel floor; a figure in an empty stadium; a shape at the end of a hospital corridor. - **Tape tracking damage.** A tear is a cut the universe made; same framing after, but the clock jumped, the battery drained, a light died. *Fits content like:* a night-watch log; a lost weekend in a mall; a house that ages between tapes. - **The OSD is plot.** REC, battery, date and time code are evidence. *Fits content like:* an alibi; a countdown; a dated inspection. - **Rules as text in frame.** Notices and PA announcements start ordinary, drift wrong, contradict each other, and finally address the viewer. *Fits content like:* a pool's safety rules; a school fire drill; a museum after hours. - **Emptiness and repetition.** The same notice in a different place; the same room with one detail changed; a corridor into fog. *Fits content like:* a moving-day walkthrough; an airport at 4 a.m.; an office after layoffs. - **The thing that is almost human.** A distant silhouette wrong by 15–40 % (small head, long neck, narrow high shoulders, long arms), drawn as organic curves on a billboard, moving slowly. *Fits content like:* a mannequin that is not; a night guard; a reflection that lags. ## 9. Pitfalls of the medium - **A fully bright scene reads as a hospital corridor** → partitions with gaps; far areas fall dark. - **Lights leak through walls** (no occlusion) → a dead zone needs every light within ~±5 m dead, and the space behind it dim. - **Background shows as a bright rectangle** at a corridor's end → background = fog × ~0.15. - **Uniform fog lifts silhouettes to grey** → fog follows local light. - **Line wobble skews text; pitching down italicises it** → ≤ 0.25 px wobble; lower the camera. - **Primitive-built figures read as toys**, primitive legs as tubes → organic silhouettes; show only shoe toes. - **Pure red never blooms** at low emissive (low luminance) → drive it far higher. - **Normalising a filtered signal by its pre-filter peak** blows up a bus → normalise the processed signal. - **Heavy PA reverb destroys intelligibility** → ASR-check processed lines and the full mix. - **Billboards stamp dark rectangles** in AO → exclude them. - **Time-compressing a finished timeline** → keyframes in original time mapped through one warp function, including hard-coded times elsewhere. ## 10. Engine `demo/world.js` (layout, light DataTexture, custom lighting and fog shaders, props), `demo/tex.js` (procedural wallpaper, carpet, ceiling, panels, notices, signs), `demo/vhs.js` (VHS camcorder ShaderPass), `demo/osd.js` (bitmap font, REC, battery, clock, title generator), `demo/subs.js` (608 captions), `demo/thing2d.js` (organic silhouette), `demo/story.js` (timeline, camera keyframes, focus / fear curves, time warp), `demo/main.js` (renderer, post chain GTAO + DOF + bloom → VHS, handheld rig). File map and build: [DEMO.md](DEMO.md#build-notes). ## 11. Variation space You decide the location and its materials, the procedure or reason for filming, the rules, the route, the presence (or none), the signal colour, the opening, the ending and the length. All far from our demo: - Structures: **two tapes** (the same route filmed twice, a year apart; the second tape finds what changed); **a real-estate walkthrough** where every room is described cheerfully by the operator while the house keeps adding rooms; **a checklist read aloud** item by item, each item ticked on a clipboard in frame, until an item is not on the list. - Openings: **mid-sentence** (the tape starts with the operator already talking, tracking still rolling in); **a test pattern** and a date slate before the camera is picked up; **the lens cap on**, sound only, until the cap comes off. - Endings: **battery dies** (the icon blinks, the frame freezes on the dead cell); **the camera is set down** and keeps recording an empty room; **the tape loops** back to the first shot, now with the operator's shoes visible in it. --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists. ----- P0043 完整原文结束 ----- ================================================================ 【P0044】1906年旧金山市场街的档案电影式复原 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/alexalbert__/status/2102466523164274839 正文字符数:493 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @alexalbert__ 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0044 完整原文开始 ----- Reconstruct {STREET} in {CITY} as it looked on {DATE}, using only Blender Python with no downloaded assets. Research period maps and photographs first and keep a small table of what each building is based on, then write procedural builders for storefronts, cornices, awnings, painted signs, lamps, streetcars and horse carts and place them from that table. Render a 10-second camera glide down the centre of the street, graded like grainy, flickering black-and-white archival film, at 960×680. ----- P0044 完整原文结束 ----- ================================================================ 【P0045】Roblox动漫角色平台格斗游戏 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/WoahWurdz/status/2102487879809126834 正文字符数:520 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @WoahWurdz 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0045 完整原文开始 ----- In Roblox Studio, script an anime platform fighter in the spirit of Smash Bros with Luau, pulling arenas and props from the free Toolbox. Design a sleek dark fighter-select screen with six original anime-inspired fighters, each with basic, special and ultimate moves, plus match settings for CPU count, CPU level and stocks. Damage percentages should raise knockback, and fighters lose a stock when launched past the blast zone. Add hit sparks, camera shake and a victory screen, then playtest a full match against CPUs. ----- P0045 完整原文结束 ----- ================================================================ 【P0046】Roblox卡牌决斗、规则引擎与AI对手 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/Stravant/status/2103022003863355796 正文字符数:522 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @Stravant 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0046 完整原文开始 ----- Code a two-player monster card duel in the style of Yu-Gi-Oh as one HTML file. Implement a real rules engine (draw, main and battle phases, normal and tribute summons, spells, traps, life points), a computer opponent that only makes legal moves, and a save format that can resume from any game state. Animate every state change: draws, flips, summons, attacks and ticking life-point counters. Use a dark, gold-trimmed board tilted in perspective, then record a 50-second match at 1920×1080 with headless Chrome and ffmpeg. ----- P0046 完整原文结束 ----- ================================================================ 【P0047】Unity复古幻想MMORPG 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/Stefan_3D_AI/status/2103778468660162615 正文字符数:532 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @Stefan_3D_AI 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0047 完整原文开始 ----- Make a playable slice of a classic fantasy MMORPG in Unity, using Blender scripting and the image, 3D-model and music generation APIs I provide ({ASSET_APIS}) for assets. Open on a character creator (race, skin, hair style and color, name field, randomize button, rotating hero on a moonlit stage), then load a sunny farmland zone with wheat fields, a windmill and a lighthouse. Add third-person controls, a spell hotbar, a few quests and enemies, and an original score. Playtest it yourself and record a 1920×1080 gameplay capture. ----- P0047 完整原文结束 ----- ================================================================ 【P0048】万圣节谜题、找南瓜与节奏小游戏合集 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/YukaHara1019/status/2103881981985698252 正文字符数:491 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @YukaHara1019 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0048 完整原文开始 ----- Make a mobile-first browser game called {TITLE} for spending Halloween alone, as one HTML file with a moonlit title screen leading to three mini-games: a short spooky mystery to solve, a find-the-odd-pumpkin eye test that gets harder every round, and a tap-to-the-beat rhythm game built around a number pun. Use flat vector art in dusk purple and pumpkin orange with a black cat and a spider web, synthesize music and sound effects with the Web Audio API, and record a 1080×1920 playthrough. ----- P0048 完整原文结束 ----- ================================================================ 【P0049】三款模型制作的蜘蛛侠游戏对比 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/k2sbhai/status/2102487953302061481 正文字符数:501 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @k2sbhai 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0049 完整原文开始 ----- Build a third-person web-swinging superhero game in one HTML file with three.js. Generate a dense Manhattan-style grid of textured skyscrapers, let the hero fire web lines that latch onto building edges and swing on pendulum physics, run up walls and perch on rooftops, with traffic moving on the streets below, a minimap and a crime-alert HUD. Use a chase camera whose field of view widens with speed. Script the inputs in headless Chrome to record a 30-second gameplay reel at 1920×1080 with ffmpeg. ----- P0049 完整原文结束 ----- ================================================================ 【P0050】与观众同玩的多人割草模拟器 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/_MaxBlade/status/2102513817855094922 正文字符数:491 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @_MaxBlade 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0050 完整原文开始 ----- Put players on riding mowers in a goofy multiplayer lawn-care simulator made with three.js and a small Node WebSocket server. Each player drives in first person with a steering wheel, dashboard gauges and a cold drink in the cup holder across a huge sunny yard, and the grass visibly shortens wherever the blades pass. Show floating name tags, a percent-mowed tracker and a minimap, host it so a live audience can join from a link, and record 40 seconds of chaotic group mowing at 2560×1440. ----- P0050 完整原文结束 ----- ================================================================ 【P0051】东京末班车互动地图 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/MatoToushi/status/2103643548163928183 正文字符数:472 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @MatoToushi 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0051 完整原文开始 ----- Design an interactive last-train map of {CITY} as a single HTML page using SVG and D3. Draw the rail network in each line's official color on a pale schematic base, with a sidebar listing every line and its final departure. A timeline from 21:30 to 01:30 has play and scrub controls; as the clock advances, trains glide along the tracks and each line greys out once its last service has gone. Include weekday and holiday timetables, light and dark themes, and smooth zoom. ----- P0051 完整原文结束 ----- ================================================================ 【P0052】两款模型制作的三维地铁跑酷对比 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/_MaxBlade/status/2102528632598274244 正文字符数:480 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @_MaxBlade 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0052 完整原文开始 ----- Code a colorful 3D endless runner set in a New York subway, as one HTML file with three.js. The hero rides a glowing hoverboard down three lanes of track, switching lanes, jumping barriers and ducking under signal gantries as trains roll in, and grabs spinning gold coins. Give it chunky stylized art, a station platform with tiled pillars and stairs, a score and coin HUD, and a steadily rising speed. Record a 60-second autoplay run at 1920×1080 with headless Chrome and ffmpeg. ----- P0052 完整原文结束 ----- ================================================================ 【P0053】两款模型制作的三维摸草模拟器 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/coldopn/status/2102474335172640989 正文字符数:469 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @coldopn 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0053 完整原文开始 ----- Program a 'touch grass' simulator in a single HTML file with three.js. The camera wanders through a windswept meadow of hundreds of thousands of instanced grass blades that sway under a GPU wind shader and part around the player's outstretched hand. Add rolling hills, a lone tree, a soft sky and distance fog, plus a key to crouch and run your fingers through the grass. Show an FPS counter, keep it smooth on a laptop, and record a 20-second walkthrough at 1920×1080. ----- P0053 完整原文结束 ----- ================================================================ 【P0054】从平面几何逐步搭起的Blender街景 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/emmanuel_2m/status/2102539293122035875 正文字符数:427 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @emmanuel_2m 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0054 完整原文开始 ----- Using Blender's Python API, assemble a {SCENE_DESCRIPTION} street scene in front of a fixed camera in numbered stages: ground and road planes, then building blocks, windows, props, materials and lights. After each stage, render a frame from that camera with a small caption naming the stage, holding it briefly. Stitch the frames into a 10-second 1280×720 build-up timelapse with ffmpeg that ends on the fully lit final render. ----- P0054 完整原文结束 ----- ================================================================ 【P0055】从无到有升起的机械城市三维对比 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/scheemunai/status/2102515382556954935 正文字符数:515 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @scheemunai 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0055 完整原文开始 ----- Direct a 70-second procedural cinematic in three.js, in one HTML file with no pre-made models or textures. On a silent, barren planet a single spark lands, and a mechanical city assembles itself building by building and quarter by quarter until lights fill the horizon. Open on a dark sci-fi landing page with a bold condensed headline in white and mint and a start button, then hand over to a scripted camera with fog, dramatic lighting and a synthesized ambient score. Record it at 1920×1080 with headless Chrome. ----- P0055 完整原文结束 ----- ================================================================ 【P0056】以摆波实验为开场的三维科学实验室合集 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/RyanSael/status/2103835254649995630 正文字符数:494 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @RyanSael 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0056 完整原文开始 ----- Build a pendulum rhythm lab as one HTML file with three.js. On a wooden lab bench, a frame holds a row of weighted pendulums of slowly increasing length; released together, they drift out of phase into waves and snakes, then line up again. Add a glassy side panel with length and time sliders, ratio presets, a push button, and lab, exploded and studio camera views, plus live period readouts and a short explanation. Record a 35-second guided tour at 1920×1080 with headless Chrome and ffmpeg. ----- P0056 完整原文结束 ----- ================================================================ 【P0057】低多边形奔马动画的四屏对比 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/AdityaJhajhar12/status/2103487909131391180 正文字符数:457 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @AdityaJhajhar12 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0057 完整原文开始 ----- Sculpt a low-poly horse in three.js entirely from primitive shapes and animate a procedural gallop with no imported models or keyframes: drive the legs, neck, head and tail from phase-offset curves so the four-beat gait reads naturally, with a little body bounce. Set it on a small meadow with low-poly trees and hills in warm light, add pause, speed (1x, 0.5x, 0.25x) and orbit-camera controls, and record a 12-second clip at 1280×720 with headless Chrome. ----- P0057 完整原文结束 ----- ================================================================ 【P0058】儿童卧室床位布局三维比较工具 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/scheemunai/status/2103059885361598633 正文字符数:487 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @scheemunai 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0058 完整原文开始 ----- Build a bedroom layout planner as one HTML file with three.js for a {ROOM_WIDTH} × {ROOM_LENGTH} cm room and a new {BED_SIZE} bed. Put a measured 2D floor plan on the left and an orbitable 3D cutaway of the furnished room in the middle, with window, radiator, wardrobe, desk and rug. Offer three layout options as tabs, glide the furniture between them, and list pass or warning checks for each, like blocked windows or tight walkways. Record a slow orbit around each layout at 1280×720. ----- P0058 完整原文结束 ----- ================================================================ 【P0059】全息闪粉贴纸效果的模型对比 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/ann_nnng/status/2104159923886244176 正文字符数:488 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @ann_nnng 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0059 完整原文开始 ----- Make an interactive glitter sticker in one HTML file using WebGL. Design a die-cut sticker that reads {STICKER_TEXT} in chunky rainbow bubble letters with stars and a shooting-star swoosh, framed by a thick white border and a sparkling holographic rim. When the pointer moves, tilt the sticker in 3D, sweep an iridescent sheen across it and let individual glitter flecks flash as they catch the light. Add a soft shadow and a small tray of alternate designs, then record a 12-second demo. ----- P0059 完整原文结束 ----- ================================================================ 【P0060】可俯瞰巴黎雨夜的LoFi像素房间 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/SafaElmali/status/2103581911016685882 正文字符数:483 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @SafaElmali 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0060 完整原文开始 ----- Make an endless lofi web app: a cozy pixel-art attic room looks out on Paris at night through a rain-streaked window, with string lights, a desk lamp and a cat asleep on the sill, plus buttons to switch to Tokyo, New York or Istanbul with local clocks. Generate the music live with the Web Audio API, jazzy chords, dusty drums and vinyl hiss, writing a new piece every few minutes and naming it in a player bar with key and tempo. Record 12 seconds at 1920×1080 with headless Chrome. ----- P0060 完整原文结束 ----- ================================================================ 【P0061】可抓捏的西瓜果冻软体模拟对比 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/vib3coded/status/2103741107225907467 正文字符数:490 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @vib3coded 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0061 完整原文开始 ----- Put a squishable watermelon-slice gummy in the browser as one HTML file on native WebGPU with WGSL. Give the wedge jelly-like red flesh, a whitish band, a striped rind and seeds that ride along as it deforms. Drive it with an XPBD soft-body solver on a tetrahedral mesh so any spot can be pinched, pulled and twisted, then jiggles back to rest. Light it like candy product photography on a pale backdrop, with refraction, rim glow and soft shadows, and add sliders for firmness and damping. ----- P0061 完整原文结束 ----- ================================================================ 【P0062】可探索的热带海岛与昼夜生态 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/dangreenheck/status/2102878170089169235 正文字符数:506 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @dangreenheck 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0062 完整原文开始 ----- Construct a real-time tropical island in three.js that holds 60 fps at 1440p. Shape terrain with beaches, a jungle interior, a wooden dock and a village of huts, and scatter instanced palms and plants that bend in the wind. Bring it to life with seabirds that circle and dive, crabs that dash away and dig in as the camera nears, fish schools and a whale offshore, fluttering flags and lanterns, and a day-to-night cycle with glowing dock lights. Add a free camera that can pull back over the whole island. ----- P0062 完整原文结束 ----- ================================================================ 【P0063】可搭配数百件器械的三维家庭健身房 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/wesbos/status/2102450119975277027 正文字符数:510 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @wesbos 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0063 完整原文开始 ----- Model a catalog of {NUMBER} pieces of gym equipment procedurally in three.js, including power racks, benches, plate trees, dumbbell racks and cable machines, with realistic dimensions and powder-coat colors, and wrap them in a browser home-gym planner. Users drop parts into a basement room with turf and rubber flooring, drag and rotate them, snap them to walls and edit sizes and finishes in a side panel, switching between top, front and 3D views. Record a 20-second build-up of a finished gym at 1920×1080. ----- P0063 完整原文结束 ----- ================================================================ 【P0064】可无缝登陆星球的太空探索游戏 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/Rubzem/status/2104253584737230926 正文字符数:495 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @Rubzem 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0064 完整原文开始 ----- Create a browser space exploration game in three.js where the player pilots a sleek starfighter from orbit straight down to a planet's surface without any loading screen. Seed a small galaxy of planets, each with its own terrain colors, rock arches and spires, weather, plants and wandering creatures, plus ringed moons in the sky. Include a cockpit HUD with altitude, hull and fuel bars, an objective panel, and the option to land, climb out and walk around. Capture 1920×1080 gameplay footage. ----- P0064 完整原文结束 ----- ================================================================ 【P0065】可步行巡查编程Agent的三维办公室 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/webdevcody/status/2103653857377292720 正文字符数:449 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @webdevcody 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0065 完整原文开始 ----- Turn a team of AI coding agents into coworkers in a cozy low-poly 3D office built with three.js. The player steers a chunky cartoon avatar with WASD across a wooden floor, past desk pods and potted plants, while each agent sits at its own desk with a name tag and a status bubble showing the GitHub issue or merge conflict from {REPO} it is handling. Walking up to a desk opens a panel to assign or review work; a sidebar lists who is in the office. ----- P0065 完整原文结束 ----- ================================================================ 【P0066】可漫游的动漫风樱花小镇 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/gmi_cloud/status/2102950788641501367 正文字符数:516 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @gmi_cloud 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0066 完整原文开始 ----- Let the viewer wander an anime-style Japanese suburb at the height of cherry blossom season, built as a three.js web scene. Lay out narrow streets with painted road markings and kanji, utility poles strung with sagging power lines, two-storey houses, vending machines, a small bus and rows of sakura shedding petals that drift and pile up on the asphalt. Aim for the look of a hand-painted anime background with soft sky gradients and toon lighting, add WASD walking, and record a 60-second camera tour at 1920×1080. ----- P0066 完整原文结束 ----- ================================================================ 【P0067】可移动镜片的相机对焦实验室 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/RyanSael/status/2102591147927654847 正文字符数:448 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @RyanSael 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0067 完整原文开始 ----- Explain how camera focus works by building an interactive lens lab in one HTML file with three.js. Show a lens barrel with glass elements and a focus ring the viewer can turn; as it turns, the elements slide and a sharp focal plane moves through a small scene with objects at different depths. Draw the light rays converging, add live readouts for focus distance and aperture, and blur what is out of focus. Make it feel like a premium product lab. ----- P0067 完整原文结束 ----- ================================================================ 【P0068】可骑马漫游的草地、湖泊与瀑布世界 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/uchita_success/status/2102656878035759230 正文字符数:455 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @uchita_success 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0068 完整原文开始 ----- Build a small open-world game in three.js as a single HTML file: rolling hills carpeted with instanced grass blades that sway in the wind, a wide lake with reflections and a wooded island, a cliff with a waterfall, snowy peaks, and a village on the far shore. Let the player run in third person, mount a horse and gallop across the plain. Use atmospheric fog and soft sky light, then record a 40-second tour with headless Chrome and encode it with ffmpeg. ----- P0068 完整原文结束 ----- ================================================================ 【P0069】哥特城堡中的黑暗之魂风格游戏 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/The_Alex/status/2102440678282412195 正文字符数:521 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @The_Alex 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0069 完整原文开始 ----- Craft a grim souls-like action game that runs in the browser with three.js. Open on a cinematic title screen: a ruined fortress in darkness, an ember-glowing emblem and a serif title you invent. Gameplay follows a lone knight in third person through stone courtyards, with stamina-limited rolls, light and heavy sword attacks, bonfire checkpoints and a punishing boss. Use heavy fog, flickering torchlight, desaturated colors and Web Audio for clashing steel and low drones, then capture two minutes of play at 3840×2160. ----- P0069 完整原文结束 ----- ================================================================ 【P0070】四款模型制作的埃菲尔铁塔场景对比 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/Bhavani_00007/status/2102795814355763277 正文字符数:506 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @Bhavani_00007 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0070 完整原文开始 ----- Model the Eiffel Tower in three.js inside one self-contained HTML file, building the wrought-iron lattice, the four curved legs and arches, both viewing platforms and the spire procedurally from code rather than loading a model. Place it on green lawns with rows of trees and low Parisian blocks under a bright blue sky with drifting clouds, light it with soft sun and shadows, and circle the camera from street level upward. Capture a 30-second portrait clip at 1200×1600 using headless Chrome and ffmpeg. ----- P0070 完整原文结束 ----- ================================================================ 【P0071】围巾鹈鹕沿海岸从黄昏骑向星夜 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/alin_zone/status/2102608618751508947 正文字符数:513 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @alin_zone 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0071 完整原文开始 ----- Using only procedural geometry and no image textures, build a real-time three.js scene of a white pelican in a helmet and red scarf pedaling a vintage bicycle along a coastal road. Solve the legs with IK so the feet follow the pedals, simulate the scarf as Verlet cloth, drive the sea with Gerstner waves, and cycle the sky from golden dusk to a starry night with street lamps flickering on. Add cinematic camera moves, keyboard steering, a start screen, and generative music plus ambience from the Web Audio API. ----- P0071 完整原文结束 ----- ================================================================ 【P0072】埃菲尔铁塔前元宇宙自拍的三维复刻对比 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/siamakfr/status/2103971690057437648 正文字符数:480 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @siamakfr 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0072 完整原文开始 ----- Recreate a notorious early-metaverse screenshot as a 10-second 3D shot in three.js, shown side by side with {REFERENCE_IMAGE} at 1080×1080. A stiff, smiling cartoon avatar in a dark henley holds one arm out for a selfie on flat green grass, in front of a lattice Eiffel Tower, a spiky Gothic basilica and soft rounded hills under a plain blue sky. Give the eyes a slightly uncanny stare, add a gentle idle sway and slow camera drift, then render headlessly and encode with ffmpeg. ----- P0072 完整原文结束 ----- ================================================================ 【P0073】奖励特效逐级升级的儿童数学游戏 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/grmchn4ai/status/2103807453406388538 正文字符数:521 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @grmchn4ai 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0073 完整原文开始 ----- Design a playful arithmetic quiz game for children called {APP_NAME} as a single HTML file in portrait 430×860, with a round pastel mascot, chunky rounded buttons and a grid-paper background. Every correct answer earns points and a celebration bigger than the last: sparkles, then confetti, screen shake, rainbow text and fireworks, until a perfect score unlocks a frantic bonus round. Add synthesized chimes and fanfares, then script an automatic play-through and record about 50 seconds with headless Chrome and ffmpeg. ----- P0073 完整原文结束 ----- ================================================================ 【P0074】安提基特拉机械装置主题单文件游戏 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/edwinarbus/status/2102463453176979794 正文字符数:339 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @edwinarbus 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0074 完整原文开始 ----- Build a small playable game in one HTML file with three.js, inspired by {HISTORICAL_OBJECT}: dive underwater to find it, with schools of fish, swaying seagrass and floating particles, then inspect the object as a geared model you can turn. Generate every visual and sound in code with no external assets, and keep it smooth in the browser. ----- P0074 完整原文结束 ----- ================================================================ 【P0075】带快捷栏与第一人称手臂的体素沙盒 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/buildwithsid/status/2102461886247948571 正文字符数:517 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @buildwithsid 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0075 完整原文开始 ----- Recreate the feel of Minecraft as a browser voxel sandbox built on three.js. Generate chunked terrain of grass, dirt and stone over rolling hills, with blocky oak trees, poppies, dandelions and swaying tall grass, all using pixel textures drawn in code. Add soft shadows, ambient occlusion, distance fog and drifting clouds, first-person controls with a visible blocky arm, block breaking and placing, and a hotbar with hearts and hunger. Record a one-minute walk-through at 1920×1080 with headless Chrome and ffmpeg. ----- P0075 完整原文结束 ----- ================================================================ 【P0076】庭院住宅从铅笔线稿到建成的三维演示 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/techartist_/status/2102503719762018434 正文字符数:537 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @techartist_ 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0076 完整原文开始 ----- Design an interactive architecture showcase in three.js using WebGPU and TSL node materials. A modern courtyard house grows through four phases on a blueprint sheet: pencil-thin linework, grey massing volumes, a detailed model with glazing and railings, and the built home with real materials, a pool, trees and soft daylight. Wrap it in an editorial overlay with a serif title, a phase timeline the viewer can scrub or play, orbit controls and scroll-driven morphs where lines thicken into solids. Capture a 20-second demo at 1920×1272. ----- P0076 完整原文结束 ----- ================================================================ 【P0077】手持火炬与长剑走向山顶城堡 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/literallydenis/status/2103088660887318850 正文字符数:512 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @literallydenis 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0077 完整原文开始 ----- Stage an atmospheric first-person journey in three.js, framed for a vertical 1080×1600 capture: the viewer's hands hold a flickering torch and a sword while the camera walks a cobbled road from a forest edge, past a red-roofed village, toward a gothic castle on a misty hill. Generate textures and sprites with a text-to-image API ({IMAGE_API}) in a rich retro pixel-painting style, show a small distance and time readout with a speed multiplier, and compose a looping medieval soundtrack with the Web Audio API. ----- P0077 完整原文结束 ----- ================================================================ 【P0078】拉动控制杆选择轨道的电车难题游戏 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/soyukke_game/status/2102641525071155565 正文字符数:492 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @soyukke_game 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0078 完整原文开始 ----- Make a tongue-in-cheek 3D arcade game that turns the trolley problem into pure strategy. The player rides a train down low-poly tracks across a green plain; before every fork, the left and right routes preview what waits on them and the damage a collision would cause, and yanking a big lever picks the branch. Carriages double as spendable power-ups, alongside HP and gold counters. Build it with three.js in one HTML file, with arrow-key and click controls and Web Audio sound, at 1280×720. ----- P0078 完整原文结束 ----- ================================================================ 【P0079】拥有交通与人群的纽约多人开放世界 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/mattshumer_/status/2102874271316078841 正文字符数:501 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @mattshumer_ 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0079 完整原文开始 ----- Recreate a slice of {CITY} as a third-person open-world game that runs in the browser with three.js, and keep refining it over many passes. Lay out the street grid from OpenStreetMap data with textured buildings, one-way signs, crosswalks and traffic lights, then fill it with pedestrians and cars that keep to their lanes. Add a minimap with street names, a health bar, a score and simple multiplayer over WebSockets. Record a 75-second street-level tour at 1920×1080 with headless Chrome and ffmpeg. ----- P0079 完整原文结束 ----- ================================================================ 【P0080】新西兰旅行场景的丙烯绘本动画 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/ann_nnng/status/2102573127192727704 正文字符数:514 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @ann_nnng 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0080 完整原文开始 ----- Look at the travel photos in {PHOTO_FOLDER} and repaint each one as an acrylic-style illustration drawn purely with JavaScript canvas code, with layered brush strokes, visible paper texture and soft edges, and no photo pixels in the final output. Bind them into a small picture book in one HTML file: a cover with a painted flower, stars and a short handwritten dedication, then one scene per page with a caption and a gentle page-turn. Record a 20-second flip-through at 1920×1200 with headless Chrome and ffmpeg. ----- P0080 完整原文结束 ----- ================================================================ 【P0081】日本樱花峡谷中的三维泛舟之旅 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/MengTo/status/2102760783344189761 正文字符数:537 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @MengTo 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0081 完整原文开始 ----- Craft an explorable three.js river journey in a single HTML file, with a painted, cinematic look instead of photorealism: a small wooden boat is poled upstream through a Japanese valley in cherry-blossom season, past an arched red bridge, a hillside temple and pagoda, and stone lanterns. Put most effort into the water, with mirror reflections, foam around rocks and a V-shaped wake. Cycle through dawn, a thunderstorm, golden hour and a moonlit night, let an autopilot steer until WASD takes over, and synthesize river and rain sounds. ----- P0081 完整原文结束 ----- ================================================================ 【P0082】木偶球员的三维一对一篮球游戏 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/databallr/status/2103592504386101512 正文字符数:505 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @databallr 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0082 完整原文开始 ----- Program a one-on-one streetball browser game in three.js, first to 11. Model both players as articulated wooden mannequins in team vests with procedural animation for dribbling, crossovers, step-backs, jump shots and blocks on a spotlit half court surrounded by darkness. Base make chances on distance and how closely the defender contests, give the opponent a simple AI, show a score bug and replay made shots. Open with a logo sting for {GAME_NAME} and capture a 15-second gameplay trailer at 1920×1080. ----- P0082 完整原文结束 ----- ================================================================ 【P0083】浏览器版喷墨地盘争夺射击游戏 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/JaydenDavisNC/status/2103357848961036304 正文字符数:473 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @JaydenDavisNC 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0083 完整原文开始 ----- Code a third-person ink turf-war game for the browser in three.js. Two squads of four, lime against magenta, get three minutes to paint as much of a plaza arena as they can: players fire ink, dive into their own color to swim fast and reload, and lob splat bombs, with bots filling empty slots. Add a pause menu that lists controls and the roster, a coverage tally at the end, chunky toon shading and splashy synthesized sound, then record two minutes of play at 3840×2160. ----- P0083 完整原文结束 ----- ================================================================ 【P0084】海上水上飞机起飞物理模拟对比 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/AI_Screening/status/2103730716853117183 正文字符数:492 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @AI_Screening 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0084 完整原文开始 ----- Simulate a floatplane takeoff in 3D in a single HTML file with three.js. Model a small high-wing seaplane with twin floats, struts and a spinning propeller, resting on an animated ocean with reflections under a bright, hazy sky. Drive it with simple physics for thrust, drag, lift and buoyancy so it taxis, rises onto the float steps throwing spray and a white wake, then lifts clear of the water. Add orbit, zoom and pan controls with a status label, and record a 35-second run at 1920×1080. ----- P0084 完整原文结束 ----- ================================================================ 【P0085】海滨城市中的蜘蛛侠蛛丝摆荡游戏 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/xikhar/status/2104001664793600012 正文字符数:499 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @xikhar 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0085 完整原文开始 ----- Build a third-person web-swinging game that runs in the browser with three.js. Generate a coastal city of tall procedural skyscrapers along a bay and an original masked hero who fires grapple lines to swing between towers, runs up walls and perches on spires. Model and rig the hero in Blender through Python, use generated images for facade and water textures, and add momentum-based swing physics, a chase camera, distance fog and a minimap. Keep it at 60 fps and record a two-minute play-through. ----- P0085 完整原文结束 ----- ================================================================ 【P0086】清澈浅海与卵石海床的写实着色器 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/Aurelien_Gz/status/2102479887495758076 正文字符数:530 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @Aurelien_Gz 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0086 完整原文开始 ----- Recreate the shallow sea water in the reference clip {REFERENCE_VIDEO} as a real-time shader scene in a single HTML file with three.js. Build a gently rippling turquoise surface with Fresnel reflections of a hazy sky, a pebbly seabed seen through clear water, bright caustic webs dancing across the stones, color deepening toward a distant shore of low hills, and soft sun glints. Compare your frames with the reference and tune until they match, then record a 20-second portrait clip at 1080×1720 with headless Chrome and ffmpeg. ----- P0086 完整原文结束 ----- ================================================================ 【P0087】温馨低多边形海岛钓鱼游戏对比 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/ManasJoshi76254/status/2102628143450464611 正文字符数:481 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @ManasJoshi76254 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0087 完整原文开始 ----- Create a cozy isometric fishing game in one HTML file with three.js: a low-poly island with a wooden dock, a small boat and shallow teal water full of swimming schools. Include five species with rarity tiers, a cast-and-reel minigame with a timing window for perfect catches, coins, three upgrade trees, a minimap, saved progress and in-game sound. Add an autopilot mode that plays on its own, then record a 60-second autopilot session at 1920×1080 with headless Chrome and ffmpeg. ----- P0087 完整原文结束 ----- ================================================================ 【P0088】湖畔夜城堡的Blender生成过程对比 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/Stefan_3D_AI/status/2102471841046786153 正文字符数:494 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @Stefan_3D_AI 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0088 完整原文开始 ----- Working only in Blender through its Python API, with every mesh, material and light made procedurally, build a fairy-tale castle on a still lake at night: clustered towers with pointed roofs, warm glowing windows, a starry sky, layered mountain silhouettes and a mirror reflection in the water. Animate a slow 10-second camera push-in, render it with Eevee at 1920×1080 and 24 fps, and encode with ffmpeg. Save a viewport capture after each build step and cut them into a short build timelapse. ----- P0088 完整原文结束 ----- ================================================================ 【P0089】灯笼、拱桥与群山间的日式运河划船游戏 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/buildwithsid/status/2103198490746900830 正文字符数:492 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @buildwithsid 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0089 完整原文开始 ----- Set a relaxing boat-steering game on a canal through an old Japanese town, built in the browser with three.js. Line the water with wooden townhouses, paper lanterns, red parasols and an arched vermilion bridge, with misty green mountains behind. Give the water clear turquoise depth, reflections, a foamy wake and gentle swell, let other boats drift past, and add throttle, reverse and steering keys with a speed readout. Capture a 60-second ride at 1920×1080 with headless Chrome and ffmpeg. ----- P0089 完整原文结束 ----- ================================================================ 【P0090】热带潟湖哨站的第一人称三维场景 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/maxt3chno/status/2103960867327115462 正文字符数:541 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @maxt3chno 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0090 完整原文开始 ----- Starting from the photo at {REFERENCE_IMAGE}, build a first-person tropical lagoon outpost in three.js. Put the player under a palm-shaded wooden shelter beside a pier and a moored boat, looking out over turquoise shallows, a coral reef, a sandy beach and limestone karst islands. Make the water the star, with caustics, reflections, foam and splashes when you wade in or throw stones. Add weather and time-of-day controls, a pause menu and a quality toggle, then record a two-minute walkthrough at 1920×1080 with headless Chrome and ffmpeg. ----- P0090 完整原文结束 ----- ================================================================ 【P0091】焦散、青绿色溪水与苔藓巨石场景 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/hayashimon1/status/2102576886182453454 正文字符数:490 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @hayashimon1 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0091 完整原文开始 ----- Show off water rendering with a real-time three.js scene of a crystal-clear mountain stream in a Japanese forest. Make the water transparent turquoise over a pebbled bed, with refraction, caustic light dancing on the stones below, gentle ripples and a small cascade upstream. Frame it with big pale boulders capped in moss, dense cedar and maple forest and soft haze. Let the viewer drag to orbit, and capture a smooth 15-second camera glide at 1920×1080 with a headless browser and ffmpeg. ----- P0091 完整原文结束 ----- ================================================================ 【P0092】猛禽3发动机剖面与推进剂流动实验室 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/konstantinsaifo/status/2104094723887501736 正文字符数:542 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @konstantinsaifo 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0092 完整原文开始 ----- Using three.js in a single self-contained web page, build a browser lab that shows how a full-flow staged-combustion methane rocket engine works. Model the engine on a test stand with cutaway and exploded views, and animate color-coded liquid oxygen and methane as they pass through the two turbopumps, preburners and injector into the chamber. Add a throttle slider that changes plume length and brightness, an altitude switch from sea level to vacuum that reshapes the exhaust and its Mach diamonds, and short captions explaining each part. ----- P0092 完整原文结束 ----- ================================================================ 【P0093】真人尺寸乐高鸭逐件拼装动画 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/victormustar/status/2103110908444631120 正文字符数:518 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @victormustar 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0093 完整原文开始 ----- Engineer a {OBJECT} that can be built from genuine LEGO elements, then present it as a 1080×1080 build animation in three.js. Pick real part IDs, check that every stud connects, nothing overlaps and the model balances, and split the build into numbered steps. Show the pieces dropping in step by step over a pale sky-blue backdrop with soft contact shadows while the camera slowly orbits, and end on the finished model turning. Render frames with headless Chrome, encode with ffmpeg at 30 fps, and export a parts list. ----- P0093 完整原文结束 ----- ================================================================ 【P0094】磁感线、线圈与仪表构成的电磁感应实验室 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/thebuggeddev/status/2104402407358919124 正文字符数:508 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @thebuggeddev 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0094 完整原文开始 ----- Build an electromagnetic induction bench in a single HTML file with three.js, so learners can watch Faraday's law at work. A bar magnet swings or drops through a copper coil while glowing 3D field lines bend and follow it. Side panels swap magnet grade, wire metal, number of turns and core material; a galvanometer needle, an oscilloscope trace of the induced voltage and a flux-versus-position plot update live from real formulas. Record a one-minute tour of the controls at 2560×1600 with headless Chrome. ----- P0094 完整原文结束 ----- ================================================================ 【P0095】积水、雨夜与霓虹构成的赛博朋克地下城 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/akakuma0219/status/2103820733159981151 正文字符数:556 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @akakuma0219 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0095 完整原文开始 ----- Construct a flooded cyberpunk undercity as an explorable three.js scene (or swap in {SETTING}): a colossal elevated highway crossing drowned streets, shanties stacked up its pillars, a hovering koi hologram, and patrol aircraft sweeping searchlights through heavy rain. Generate all geometry, signage and characters procedurally. Give the page CCTV-style camera switching, a mode that trails one resident, drone flight, weather presets and a density control that piles on more housing, then record a 50-second 1280×720 tour with headless Chrome and ffmpeg. ----- P0095 完整原文结束 ----- ================================================================ 【P0096】穿越嵌套世界的多人三维抢劫游戏 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/jsnnsa/status/2102862008467194151 正文字符数:523 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @jsnnsa 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0096 完整原文开始 ----- Plan and build a small multiplayer heist game in three.js with a Node WebSocket server. Players sprint through a chain of worlds nested inside one another, each reached through a glowing portal: first a golden sunset meadow with stone steps and lanterns, then a giant-scale kitchen where they race toy karts across the tabletop. Add patrol bots that hunt players, loot that rivals can snatch, round timers and a leaderboard HUD. Record a 40-second trailer of bot-driven players at 1920×1080 with headless Chrome and ffmpeg. ----- P0096 完整原文结束 ----- ================================================================ 【P0097】红色波斯地毯的写实三维渲染对比 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/PrashantByte09/status/2102742011346567287 正文字符数:522 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @PrashantByte09 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0097 完整原文开始 ----- Render a photoreal close-up of a hand-knotted Persian rug in one HTML file with three.js and custom shaders. Generate the central medallion and borders procedurally in deep red, navy and ivory, give the pile real depth with displacement, fiber-level noise and soft self-shadowing, and light it with a warm shaft of light falling across a dark wooden floor, with shallow depth of field. Glide the camera low over the surface for 20 seconds, then capture 720×1280 portrait frames with headless Chrome and encode with ffmpeg. ----- P0097 完整原文结束 ----- ================================================================ 【P0098】纸上投石机草图变为物理模拟 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/poolio/status/2102445641205248145 正文字符数:448 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @poolio 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0098 完整原文开始 ----- Start from a pencil sketch of a trebuchet and a tower of blocks on paper atop a sunlit wooden desk, then bring it to life in one HTML file with three.js and a physics engine such as Rapier. Animate dimension lines measuring the sketch, extrude the drawing into a paper-and-wood model, then release the counterweight so the arm whips, the sling lets go and the stone arcs into the tower and topples it. Add a guided tour, and record it at 1920×1080. ----- P0098 完整原文结束 ----- ================================================================ 【P0099】细致空场馆中的三维篮球游戏 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/genex_games/status/2102695292113981770 正文字符数:460 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @genex_games 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0099 完整原文开始 ----- Program a console-quality basketball game for the browser in three.js, chasing the look of a modern NBA 2K broadcast. Build an indoor arena with reflective hardwood, painted lines, tiered purple seats, LED sponsor boards and a hanging shot clock. Animate a player in a home jersey who dribbles, crosses over and shoots with believable ball and rim physics, add keyboard controls, a broadcast camera and a small HUD, then record 30 seconds of play at 1920×1080. ----- P0099 完整原文结束 ----- ================================================================ 【P0100】美国五大机场路边拥堵模拟 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/ConorNeu/status/2103528147220349271 正文字符数:497 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @ConorNeu 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0100 完整原文开始 ----- Model airport curbside traffic in a phone-friendly simulator, one HTML file, comparing pickup congestion at {AIRPORTS}. Draw each airport's terminal loop as a dark schematic map with cars as tiny dots colored by state (moving, slow, stopped, at the curb), and add demand presets from quiet to meltdown. Simulate arrivals, curb dwell times and merges live, flag growing backups, and rank the airports by average delay per car with small sparklines. Record a 60-second portrait capture at 1260×2736. ----- P0100 完整原文结束 ----- ================================================================ 【P0101】群山赛道中的低多边形卡丁车竞速 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/bridgemindai/status/2102451997395866021 正文字符数:483 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @bridgemindai 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0101 完整原文开始 ----- Design and code a kart racer that runs from a single HTML file with three.js, complete with its own name and a chunky, glossy title screen. Make a low-poly circuit with striped curbs, grass, trees and distant mountains, four cartoon drivers in bright karts, drifting with boost sparks, item boxes with a few power-ups, CPU rivals that follow racing lines, a lap counter, position display and finish screen. Generate engine hums, item sounds and an upbeat loop with the Web Audio API. ----- P0101 完整原文结束 ----- ================================================================ 【P0102】荒岛近海鱼叉捕鱼与鱼类图鉴游戏 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/nachat_dayo/status/2102773498037023140 正文字符数:480 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @nachat_dayo 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0102 完整原文开始 ----- Make a free-diving spearfishing game in one HTML file with three.js. The player swims out from a deserted island into a sunlit shallow reef, watches a breath meter, and throws a single harpoon at fish that dart, school and flee. Add several species with different values, a collectible fish encyclopedia, a title menu with brush-calligraphy lettering, and caustic light rippling over sand and seagrass. Record a 90-second play session at 3840×2160 with headless Chrome and ffmpeg. ----- P0102 完整原文结束 ----- ================================================================ 【P0103】虚幻引擎旧金山街道与人车交通模拟 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/MatthewBerman/status/2102483668468195539 正文字符数:469 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @MatthewBerman 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0103 完整原文开始 ----- Using Unreal Engine 5 and its Python editor scripting, build a few blocks of downtown {CITY}: a street grid with sidewalks, crosswalks and a brick plaza with trees, lined with procedurally varied office and apartment towers. Populate it with pedestrians who walk, wait and cross at signals, people walking dogs, and cars and buses that keep to lanes and obey traffic lights. Finish with a slow aerial drone pass rendered through Movie Render Queue at 1920×1080, 30 fps. ----- P0103 完整原文结束 ----- ================================================================ 【P0104】蜂箱与花圃组成的温馨六边形养蜂游戏 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/oguzthedev/status/2102476490344730950 正文字符数:494 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @oguzthedev 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0104 完整原文开始 ----- Code a cozy beekeeping sim in three.js on a hexagon tile map, where every hive, flower, bee and the little straw-hatted beekeeper is modeled in code with no image files. The player plants flower beds on grass hexes, bees buzz between blooms and hives, and the beekeeper walks over to harvest honey that fills a counter and sells at a market. Add seasons with a day counter, game-speed buttons, soft pastel low-poly shading and a tidy bottom toolbar, then record 35 seconds of play at 1920×1080. ----- P0104 完整原文结束 ----- ================================================================ 【P0105】街角商店争夺战三维射击游戏 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/Andrew_Blumson/status/2103861788987068922 正文字符数:515 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @Andrew_Blumson 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0105 完整原文开始 ----- Code a chaotic arcade shooter in three.js set inside a late-night corner shop, where rival crews battle for the aisles in endless waves. Give it a bold title screen with crew selection, WASD movement, mouse aiming, punches and kicks on hotkeys, reloading, and shelves of groceries that topple and scatter when hit. Use free low-poly 3D assets for the store and characters, give each crew funny voiced one-liners with a TTS service, add music and punchy sound effects, and make it installable and playable on phones. ----- P0105 完整原文结束 ----- ================================================================ 【P0106】表现引力透镜的交互式黑洞实验室 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/Voxyz_ai/status/2103117246860345550 正文字符数:393 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @Voxyz_ai 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0106 完整原文开始 ----- Explain gravitational lensing by building an interactive black-hole lab in one HTML file: drag a black hole across a star field and the sky bends into arcs, forming a full Einstein ring when it lines up with a background galaxy. Add controls for mass and distance, clean labels and a one-line caption explaining what is happening. Take screenshots, critique the look and refine it a few times. ----- P0106 完整原文结束 ----- ================================================================ 【P0107】赛博机器人头像驱动的Mac音乐可视化 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/kaolti/status/2103887665305391343 正文字符数:483 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @kaolti 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0107 完整原文开始 ----- Model a cybernetic robot head in Blender with Python, split into movable parts (visor, temple plates, crest, jaw, neck servos), and load it into a native macOS app written in Swift with SceneKit. The app plays {AUDIO_FILE}, analyzes bass, mids and transients in real time, and maps them to each part's rotation, extension and light pulses. Add a dark side panel with sliders and presets for every mechanism, then screen-record a 30-second 4K demo of the head performing to the track. ----- P0107 完整原文结束 ----- ================================================================ 【P0108】赵云独战三百士兵的体素动作游戏 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/BubuStd/status/2102991290568954264 正文字符数:479 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @BubuStd 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0108 完整原文开始 ----- Recreate the thrill of a musou action game in three.js with a voxel art style: one spear-wielding hero, {HERO}, faces an army of 300 foot soldiers on a dusty fortress battlefield at sunset. Give the hero light and heavy combo strings, a dodge roll and a meter-charged special that blasts crowds away; troops advance in ranks, stagger and go flying. Show a character portrait, health and special bars, enemy officer names and a minimap. Record 20 seconds of gameplay at 2560×1440. ----- P0108 完整原文结束 ----- ================================================================ 【P0109】雨夜巴黎、埃菲尔铁塔与咖啡馆像素循环 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/minosdevs/status/2103112945341251920 正文字符数:527 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @minosdevs 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0109 完整原文开始 ----- Paint a seamless lofi pixel-art loop of Paris on a rainy night in one HTML file with Canvas 2D. Draw at a low internal resolution and upscale with nearest-neighbour: a corner café with a striped awning and lit windows, the Eiffel Tower glowing and mirrored in the Seine, clouds drifting past the moon, and slanting rain with banknotes tumbling through it. Make every motion cycle close after eight seconds, add a mellow beat with rain and vinyl crackle synthesized in code, and render 1920×1080 with headless Chrome and ffmpeg. ----- P0109 完整原文结束 ----- ================================================================ 【P0110】雨夜日本便利店街角的等距三维场景 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/NFT_Chen/status/2102672063668670725 正文字符数:514 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @NFT_Chen 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0110 完整原文开始 ----- Recreate a Japanese convenience store corner on a rainy night as an isometric three.js diorama in one HTML file. Fill the glowing shop with drink fridges, bento shelves, a magazine rack and an oden counter; outside, add wet asphalt reflections, streetlight cones, utility poles, a convex traffic mirror, dripping eaves, bicycles, recycling bins and a cat sheltering from the rain. Animate falling rain and puddle ripples, orbit the camera slowly, and record 100 seconds at 1280×720 with headless Chrome and ffmpeg. ----- P0110 完整原文结束 ----- ================================================================ 【P0111】雾中古代遗迹上空的飞龙射击游戏 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/yasei_no_otoko/status/2103868553242058933 正文字符数:518 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @yasei_no_otoko 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0111 完整原文开始 ----- Create an on-rails dragon-riding shooter in the spirit of mid-90s console classics, using three.js in the browser. The player rides an armored dragon over a flooded ancient city of broken columns and monoliths wrapped in sea mist. The mouse moves a reticle, clicking fires, holding paints lock-ons for homing shots, and two keys swing the view to the sides and rear. Add a calligraphic title screen, enemy waves, a boss, volumetric fog and a synthesized orchestral score with Web Audio, then record a run at 1920×1080. ----- P0111 完整原文结束 ----- ================================================================ 【P0112】黑绘希腊陶瓶上的特洛伊木马动画 分类:三维与交互 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/arena/status/2102854430454669767 正文字符数:462 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @arena 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0112 完整原文开始 ----- Bring an ancient Greek amphora to life in a three.js scene: turn the vase from a lathe profile, set it on a dark museum plinth under a warm spotlight, and paint a black-figure frieze of the Trojan Horse around its belly. Then animate the painted figures so the horse is wheeled toward the walls of Troy and soldiers slip out, keeping the flat terracotta-and-black style while the camera slowly circles. Run it as one HTML file and record 20 seconds at 1920×1080. ----- P0112 完整原文结束 ----- ================================================================ 【P0113】Bend 2编程语言动画介绍 分类:产品与广告 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/VictorTaelin/status/2104568082169749982 正文字符数:519 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @VictorTaelin 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0113 完整原文开始 ----- Produce a 90-second intro film for the programming language {LANGUAGE_NAME}, whose big idea is {KEY_IDEA}. Fade up from black into drifting code glyphs, reveal the name with a bold typographic moment, then explain the idea through animated code snippets, a checker catching a bug before it runs, and a performance sequence with parallel threads racing across a GPU. Build it as a deterministic HTML canvas animation with a pulsing synthesized score, capture frames with headless Chrome and encode 1440×1080 with ffmpeg. ----- P0113 完整原文结束 ----- ================================================================ 【P0114】CodePilot桌面Agent应用双语宣传片 分类:产品与广告 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/op7418/status/2103148288400924827 正文字符数:461 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @op7418 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0114 完整原文开始 ----- Read the codebase of {PRODUCT} and turn it into a 50-second promo film in Remotion. Reuse the app's real components, color palette, fonts and logo, write a short tagline and headline cards yourself, and animate the actual interface: windows gliding in, prompts typing, agent panels opening and results appearing, all on a dark stage with a soft planet-horizon glow. Compose an upbeat electronic track in Python, cut on the beats, and render 1920×1080 at 30 fps. ----- P0114 完整原文结束 ----- ================================================================ 【P0115】Despegar营销邮件改编的竖屏广告 分类:产品与广告 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/gastypm/status/2102863204472799549 正文字符数:446 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @gastypm 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0115 完整原文开始 ----- Take the marketing email in {EMAIL_PDF} and turn it into a fast, high-energy 20-second vertical ad for {BRAND}. Pull out the offer, prices and deadline, then build quick-cut scenes in Remotion: a warp-speed burst of streaking lines in the brand color, bold headline slams, animated price tags and destination cards, and a closing logo with a call to action. Add a driving synthesized beat with whooshes on each cut and render 1080×1920 at 30 fps. ----- P0115 完整原文结束 ----- ================================================================ 【P0116】Letters Abroad三维纸信语言学习应用 分类:产品与广告 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/anshuc/status/2102519201554690273 正文字符数:493 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @anshuc 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0116 完整原文开始 ----- Design a mobile app prototype for {APP_NAME}, {ONE_LINE_PITCH}, whose screens feel like a desk of real correspondence: code-built 3D envelopes, folders and letters with paper grain, twine bows, wax seals and postage stamps that lift, open and unfold with fluid spring transitions. Build it as a web app with three.js for the paper objects and elegant serif type, then record a 25-second product demo inside an iPhone frame on a soft blue gradient at 2160×2160 using headless Chrome and ffmpeg. ----- P0116 完整原文结束 ----- ================================================================ 【P0117】Pocketsflow黑白半调品牌宣传片 分类:产品与广告 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/achxvi/status/2103918792845963545 正文字符数:501 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @achxvi 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0117 完整原文开始 ----- Produce a 15-second promo for {PRODUCT} ({ONE_LINE_PITCH}) in a stark 1-bit print style: pure white canvas, dithered and halftone black illustrations, a dithered mascot that slides in, and tiny monospace labels in the corners with a running timecode and scene tags such as '// 01 — hook'. Structure it as hook, problem, product and call to action, with crisp type reveals and hard cuts on the beat. Assemble it as a Remotion project (1920×1080, 30 fps) and add punchy sound design synthesized in code. ----- P0117 完整原文结束 ----- ================================================================ 【P0118】RankHog橙色像素吉祥物发布片 分类:产品与广告 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/anthonyriera/status/2103784508860305566 正文字符数:468 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @anthonyriera 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0118 完整原文开始 ----- Design a mascot-led, 50-second launch video for {PRODUCT} ({ONE_LINE_PITCH}) in Remotion. Invent the mascot: a spiky orange pixel creature with dot eyes that pops onto a black screen and reacts to each beat of the story. Move from the problem to the product's key screens to the results with crisp white typography, smooth UI motion and a strict black, white and orange palette, closing on the logo and URL. Add a synthesized soundtrack and render 1920×1080 at 30 fps. ----- P0118 完整原文结束 ----- ================================================================ 【P0119】Shotbase霓虹几何产品发布片 分类:产品与广告 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/Miguel07Code/status/2102441708395041170 正文字符数:484 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @Miguel07Code 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0119 完整原文开始 ----- Produce a 60-second launch video for {PRODUCT}, {ONE_LINE_PITCH}, with HyperFrames, writing each scene as an HTML composition and rendering it to MP4. Open in darkness with glowing neon outlines that drift out of focus and resolve into the app icon, then show the interface in motion with depth-of-field blur, light sweeps and crisp headline cards, and close on the logo and a call to action. Add a synthesized soundtrack with whooshes and hits timed to the cuts, 1920×1080 at 30 fps. ----- P0119 完整原文结束 ----- ================================================================ 【P0120】Sway安卓应用录屏与卡点发布片 分类:产品与广告 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/reg_andr/status/2103117698863390805 正文字符数:507 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @reg_andr 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0120 完整原文开始 ----- Produce a 50-second launch film for my Android app {APP_NAME} in Remotion. Capture real screen footage from a connected phone with adb screenrecord, after turning on demo mode so the status bar shows a clean clock and full battery. Place the clips inside a minimal off-white layout with a faint grid, corner crosshairs, a timecode and numbered chapter titles. Choose a track from {MUSIC_FOLDER}, detect its tempo, cut every transition on the beat and add subtle interface sound effects. 1920×1080 at 60 fps. ----- P0120 完整原文结束 ----- ================================================================ 【P0121】从提示词到落地页的7.5秒动效片 分类:产品与广告 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/notdwd/status/2104138101102621133 正文字符数:259 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @notdwd 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0121 完整原文开始 ----- Make a 7-second motion piece that shows a prompt being typed and turning into a finished landing page for {PRODUCT}. Use one HTML file, capture frames with Playwright and encode with ffmpeg, and add a UI sound to every key moment. Keep it fast and satisfying. ----- P0121 完整原文结束 ----- ================================================================ 【P0122】忙碌家长用AI创作的日语宣传片 分类:产品与广告 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/mmmiyama_D/status/2103319199817064764 正文字符数:479 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @mmmiyama_D 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0122 完整原文开始 ----- Tell a 30-second flat-illustration story promoting {BRAND} ({WHAT_IT_OFFERS}), built in Remotion with no generated images. Start with a stressed parent holding two babies beside a 24-hour clock ring and a growing task list, show how {BRAND} makes things easier, and end on the logo with a call to action. Use a bright pink, navy and mustard palette, simple characters with bouncy squash-and-stretch, captions in {LANGUAGE} and light synthesized music. Render 1920×1080 at 30 fps. ----- P0122 完整原文结束 ----- ================================================================ 【P0123】折叠iPhone Duo理想应用概念宣传片 分类:产品与广告 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/rameshsrivats/status/2103094473882509700 正文字符数:518 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @rameshsrivats 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0123 完整原文开始 ----- Pitch an app idea, {APP_IDEA}, in a 26-second square concept video at 1080×1080, shown on an imagined foldable phone. Model the device in three.js with polished metal edges, a visible hinge and soft studio reflections, and map your own HTML interface onto its screen as a live texture: a home screen of invented apps and widgets that opens into the app's main views. Put a headline above the phone, write a calm piano accompaniment rendered from a free sample library, capture frames headlessly and encode with ffmpeg. ----- P0123 完整原文结束 ----- ================================================================ 【P0124】折叠iPhone上的笔友应用苹果风广告 分类:产品与广告 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/anshuc/status/2103598854801084824 正文字符数:518 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @anshuc 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0124 完整原文开始 ----- Direct a 60-second Apple-style launch film for {APP_NAME} on a foldable phone, built in Blender through its Python API. Model the handset and three photoreal sets, a sunlit marble desk, a café table and a nightstand, light them with soft HDRIs, and animate the phone unfolding, propping into tent mode and rotating. Composite recordings of {APP_SCREEN_RECORDINGS} onto both displays, cut it together in code with match cuts and a clean end card, score it with an original piano-and-strings track, and render 1920×1080. ----- P0124 完整原文结束 ----- ================================================================ 【P0125】深色颗粒背景的15秒产品发布动效 分类:产品与广告 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/gauravsbuilding/status/2104370091672711402 正文字符数:501 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @gauravsbuilding 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0125 完整原文开始 ----- Act as a top motion design studio and make a 15-second launch video for {PRODUCT}, {ONE_LINE_PITCH}. Open on a dark, film-grain background, then move through a tight sequence: logo build, kinetic headline type, interface panels snapping into place and one hero product shot, all on spring easing and locked to the beat. Work in Remotion, render drafts, study the frames, and keep refining timing and polish before the final pass. Score it with synthesized music and sound effects, 1920×1080 at 60 fps. ----- P0125 完整原文结束 ----- ================================================================ 【P0126】火焰吉祥物举重的产品发布动画对比 分类:产品与广告 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/israelfemiojo/status/2102642002613481939 正文字符数:490 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @israelfemiojo 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0126 完整原文开始 ----- Make a 40-second animated launch video for {PRODUCT} starring a cute flame mascot, built with SVG and GSAP in one HTML file. The flame warms up, deadlifts a barbell, flexes and bounces between short title cards that reveal {FEATURE_1} and {FEATURE_2}, ending on the logo. Use flat vector shapes, soft ground shadows, squash-and-stretch and warm colors on a white background. Add a punchy synthesized soundtrack, render frames with headless Chrome and encode 1920×1080 at 30 fps with ffmpeg. ----- P0126 完整原文结束 ----- ================================================================ 【P0127】照片打印应用的苹果风发布片 分类:产品与广告 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/twoclipping/status/2103835273813496100 正文字符数:537 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @twoclipping 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0127 完整原文开始 ----- Design a 30-second square launch film for {BRAND}, an app that turns phone photos into framed prints, as one HTML file where each frame is computed purely from the timestamp. Tell it as a single unbroken shot on a creamy white background: a cursor clicks, drags and scrolls, and every screen reshapes into the next (photo grid, editor, phone, shop page, delivery tracker, print hanging on a wall). Use spring motion, frosted-glass panels and sound effects timed to {SONG_FILE}, then render 1440×1440 at 60 fps with Playwright and ffmpeg. ----- P0127 完整原文结束 ----- ================================================================ 【P0128】磨砂角色标签展示AI员工产品 分类:产品与广告 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/chhddavid/status/2102666619029999989 正文字符数:491 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @chhddavid 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0128 完整原文开始 ----- Produce a 50-second motion-graphics promo in Remotion for {PRODUCT} ({ONE_LINE_PITCH}). Open on a fresh green gradient where a short phrase sits beside a vertical carousel of frosted-glass pills cycling through {ROLES_OR_FEATURES}, with huge faded headline type behind. Follow with animated product cards, task feeds and key stats in clean sans-serif type and soft depth, then land on the logo. Score it with an upbeat track and whooshes synthesized in code, and render at 3840×2160, 30 fps. ----- P0128 完整原文结束 ----- ================================================================ 【P0129】虚构日历应用的33秒纯代码发布片 分类:产品与广告 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/LexnLin/status/2104148233106723099 正文字符数:289 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @LexnLin 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0129 完整原文开始 ----- Make a 30-second launch film for a made-up app called {APP_NAME} ({ONE_LINE_PITCH}) in Remotion. Design the name, logo and UI yourself, show the product in use with smooth interface motion, and end on the logo. Compose an original soundtrack and sound effects in Python. 1920×1080, 30 fps. ----- P0129 完整原文结束 ----- ================================================================ 【P0130】读取项目仓库制作的深青色软件宣传片 分类:产品与广告 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/YoheiN2023/status/2103381925671104732 正文字符数:454 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @YoheiN2023 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0130 完整原文开始 ----- Read the repository at {REPO_PATH} until you understand what {TOOL_NAME} does and what its screens look like, then make a 15-second promo video for it at 1920×1080. Start from a tiny glowing ring on a deep teal radial gradient, let it open into rebuilt HTML mockups of the key screens, call out two or three core features with short captions, and finish on the logo. Render frames with headless Chrome, add a synthesized music bed and encode with ffmpeg. ----- P0130 完整原文结束 ----- ================================================================ 【P0131】逐帧复刻并替换品牌的Goji Berry发布片 分类:产品与广告 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/notdwd/status/2103959324385300552 正文字符数:426 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @notdwd 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0131 完整原文开始 ----- Rebuild the reference video at {REFERENCE_VIDEO} frame for frame as code for my brand {BRAND}: one HTML page with a seek(t) function, rendered with Playwright and encoded with ffmpeg. Measure the reference first with a script (cuts, timings, positions, colours), then match each shot and swap in my product, copy and colours. Compare your frames with the reference side by side and fix the differences before the final render. ----- P0131 完整原文结束 ----- ================================================================ 【P0132】雪山体素游戏中的产品发布预告片 分类:产品与广告 性质:网站编写的起始提示词 署名/来源:Specimen & Signal(起始提示词) 来源网站:Specimen & Signal 提示词页面:https://specimen-and-signal.vercel.app/ 原帖或作者来源:https://x.com/ai_for_success/status/2104182866225824108 正文字符数:537 说明:网站基于作品编写的起始提示词,非原作者实际输入;网站无单条案例页,按作者 @ai_for_success 定位。 收录依据:网站明确:Starter prompts are free to copy. 许可/归属说明:https://specimen-and-signal.vercel.app/ ----- P0132 完整原文开始 ----- Build a Minecraft-style voxel sandbox in one HTML file with three.js, with procedurally generated terrain: snow-capped stone peaks, pine forests, rivers and caves. Draw every block texture as 16×16 pixel art in code and synthesize all sounds (footsteps, block breaking, wind, a soft ambient score) with Web Audio. Then shoot a 60-second launch trailer inside the game for {GAME_NAME}: scripted fly-overs, a player mining and building, quick title cards and a logo ending. Capture at 1920×1080 with headless Chrome and encode with ffmpeg. ----- P0132 完整原文结束 ----- ================================================================ 【P0133】Cinetic完整SKILL.md:视频创意、制作与核验流程 分类:制作模板与技能 性质:完整技能主指令(附录) 署名/来源:见来源页面 来源网站:Prompt Motion 提示词页面:https://github.com/Leonxlnx/cinetic/blob/main/skills/cinetic/SKILL.md 原帖或作者来源:https://github.com/Leonxlnx/cinetic 正文字符数:55151 说明:Prompt Motion的Cinetic技能卡片直接链接作者MIT仓库。这里是完整技能主指令文件,仍需仓库配套references/assets/scripts;不是该画廊案例的原始单条用户提示词。 使用时留意原页标注的参考素材或已有项目。 收录依据:MIT 许可/归属说明:https://github.com/Leonxlnx/cinetic/blob/main/LICENSE ----- P0133 完整原文开始 ----- --- name: cinetic description: Direct, build and render premium cinematic motion design from code — launch films, product and feature videos, looping feature animations for landing pages and social, logo stings and reveals, UI walkthroughs, app demos, kinetic type, teasers, trailers, intros and promo clips. Use this whenever the user wants any video, animation, motion graphic or animated demo made with Remotion, HyperFrames, HTML/GSAP or React, or asks to storyboard, time, score, render, polish or critique one — even if they only say "make a video about X", "animate this feature" or "we need a launch clip". It supplies concept and copy discipline, type and colour taste that defers to a supplied brand, a beat-locked timeline that drives both picture and a synthesized soundtrack, choreography and transition craft, real product UI in motion, film-grade finishing (true motion blur, no banding, BT.709, sync-checked mux) and a measured self-critique loop on contact sheets and renders. license: MIT compatibility: Needs Node 22+, ffmpeg 6+ with libx264, Python 3.11+ with numpy, scipy, soundfile, pyloudnorm, opencv-python and librosa (fonttools, brotli and uharfbuzz for outlined logos; pillow for gradient PNGs), and Chromium or Chrome Headless Shell for rendering. Works with Remotion 4 (React) or HyperFrames (HTML and GSAP). --- # cinetic You are directing a short film, not animating a web page. Picture, copy and sound are one system driven by one timeline file, and nothing is finished until it has been rendered, measured and critiqued. - **Engines.** Remotion 4.0.529 (React, frame-driven) is the default. HyperFrames 0.8.79 (HTML plus a paused GSAP timeline) is the alternative. The craft is engine-independent; §7 lists the rules that differ per engine. - **Numbers.** Every number here is a proven default from shipped work: a starting point that you can move away from when you have a stated reason. It is not a law of nature. - **Brand.** When the user supplies a brand (colours, fonts, logo, footage, tone), the brand wins. The taste defaults cover the parts you have to invent. - **Paths.** Paths such as `scripts/render.sh` work from the skill root and also inside a film project, because `scripts/new-film.sh` copies every script into the project. Every script except `brand-svg.ts` (which `brand-kit.sh` calls) prints `--help`. - **Worked example.** `references/worked-example.md` walks through Tessel, a 33 s launch film at 1920×1080 and 60 fps, and shows each rule below in use, including the mistakes. Read it once before your first film. ## The bar The target is a film people watch twice: one idea the product owns, told in pictures, where every frame looks chosen and nothing is there to fill space. - **Substance before polish.** Show the specific, clever thing this product does, the thing a simpler product wouldn't. Flawless motion around a generic claim still loses to a rough film that makes the viewer think "oh, that's smart". - **Its own look.** Every brand gets a visual language derived from its name, its product and its personality, inside the Hard bans below. Restraint means no decoration; it does not mean one minimal house style for everything. - **Ultra clean and smooth.** Clean, modern frames, with creative ideas and choreography. Every move is eased, weighted and smooth at 60 fps: no jitter, no pops and no effects standing in for ideas. - **Visual, not narrated.** The idea reads with the sound off; the words confirm what the picture already said. - **Weight and stillness.** Motion has mass, arrives on the beat and then rests, so the fast moments land. - **Sound that makes the picture feel better:** every hit is caused by something you can see. - **Restraint over decoration.** When in doubt, remove. - **Proof, not impression.** The process below exists because none of this can be judged in the editor or the Studio: you only know once you have watched the actual render and measured it. ## Hard bans When you invent the look, none of these appear, ever. They are the fastest tells of generated work, and this skill exists to make films that don't look generated. `lint-film.mjs` checks the tokens and styles for them, and the critics check the frames. - **Words:** - eyebrow or kicker labels above a headline; - stacked taglines, and "Introducing…"; - text walls, and random filler text: decorative mono captions, fake metrics, labels nobody needs, lorem ipsum. Every word on screen earns its place. - **Type:** serif typefaces, and italic or oblique styles, including a skew that fakes one. Use one clean, modern sans, plus a mono for code or numbers if the product needs one. - **Colour:** - orange, amber, beige, cream, tan or sand, as an accent, a paper or a glow; - neon: very bright, saturated accents, glows, bloom and halos; - purple, violet or indigo, and purple-to-blue or any multi-hue gradient; - glassmorphism. - **Decoration:** - emoji and stock icons; - sparkles standing for "AI", particles, confetti, lens flares and code rain; - bouncy overshoot on anything that isn't landing. What remains is plenty: ink and paper (light or dark, neutral or cool), one accent with a meaning from any hue family outside the banned ones (red, green, teal, blue, yellow), one sans, and motion that is ultra clean and smooth, eased, weighted, motion-blurred and free of jitter. The creativity goes into the idea, the device and the choreography, not into effects. If the user supplies a brand that includes one of these (their serif wordmark, their orange), the brand wins, because it is their identity rather than a default. Record it in `BRIEF.md` so the critics don't flag it, and mark the lines that set it with `// cinetic:brand-supplied ` so the lint accepts them. ## 1. Formats and defaults Choose a row first. It sets the length, the density and the list of files to deliver. The recipe for each format is in `references/formats.md`. | Format | Length | fps | Grid (BPM) | Story beats | On-screen words | Sound | Deliverables | |---|---|---|---|---|---|---|---| | Launch film / teaser | 20–45 s | 60 | 120 | 8–10 per 30 s | ≤ 20–35 in total | full score + SFX | 16:9 master, 9:16 and 1:1 re-layouts, poster, brand kit if invented | | Product / feature video | 8–30 s | 60 | 100–120 | 1 capability per 8–10 s | ≤ 15 | light bed + UI SFX | master, poster | | Feature loop | 4–15 s, whole bars | 60 (GIF 25) | any; whole bars | 3–5 | ≤ 8, reads muted | optional | MP4, WebM, GIF, seamless seam | | Logo sting | 3–8 s | 60 | 120 | 2–4 | name + ≤ 4 | one tuned hit + tail | MP4, ProRes 4444 alphas (held and cleared), poster, brand kit if invented | | UI walkthrough | 20–90 s | 60 | 90–110 | 1 chapter per 2–4 bars | ≤ 6 per caption | bed + UI SFX | master, SRT captions | Use 60 fps whenever UI, text or the camera moves. At 30 fps slow drifts visibly step and fast moves strobe, and 24 fps is never right for UI. A GIF is the one exception: export it at 25 fps (or 50) from the 60 fps master, because GIF frame delays are whole hundredths of a second and 30 fps plays 11% fast. ## 2. The five laws 1. **One idea, specific to this product.** You can say the film in one sentence, and the proof shows what this product does that the obvious or simpler version wouldn't. Restraint applies to decoration and copy, never to the product's intelligence: if the feature is smart, the film shows the smart part. *Why:* a viewer carries away one thing, and a film that would be equally true of a competitor, or of a dumber feature, gives them nothing to carry. 2. **One story device.** An object, shape or colour travels through every shot and never blinks out at a cut. In a launch film it ideally resolves into the mark at the end; in a feature loop or product video it is the unit the product acts on (the card, the row, the file). Find the object this product owns. A bare dot, line or block is the lazy default, and it is also the look of this skill's own examples. *Why:* it makes the film continuous, it lets the film read with the sound off, and an owned object is what makes the film unmistakably this brand's. 3. **One accent with one meaning.** The accent is a single token that means one thing, such as "now", "new" or "yours". Use it sparingly (about ≤ 8% of pixels) and let it flood the frame at most once. *Why:* a colour that means something is read without words, and a colour used everywhere means nothing. 4. **One house motion system.** Use a few named curves and springs, each for a stated reason, and take every frame number from `timeline.ts`. *Why:* consistent motion *is* brand motion, and ad-hoc eases read as generated. 5. **Verify by measurement.** A film is done only when the rendered pixels and the decoded audio pass the scripts and one round of critique. *Why:* Studio playback hides pops, ghost frames, sync slips and colour shifts that the encoded file will show. ## 3. Workflow Every step writes a file, and every gate is a check you actually run. Work inline. Subagents are for critique only (§8), because building frames in parallel costs more time than it saves. ### Step 0: Intake → `BRIEF.md` - If the brief already states the product, the message and the length, infer everything else and write your assumptions down. - If it doesn't, ask at most 3 questions: the product in one line, the format and length, and where the film will be shown. Take everything else from §1. - Choose the engine: Remotion by default; HyperFrames if the user already has a HyperFrames project, wants HTML/GSAP, or needs `--batch` renders driven by variables. - Copy the hard bans (above) into `BRIEF.md`, plus any brand-supplied exceptions. Critics are later prompted with this file word for word, so it doubles as the QA contract. - Scaffold the project: `bash /scripts/new-film.sh films/ --fps 60 --bpm 120 --size 1920x1080 [--engine hyperframes]`. Pass `--link-modules /node_modules` to reuse an existing install instead of running `npm install`. - **Gate:** `BRIEF.md` has a spec line, for example `1920x1080@60, 30s, 120BPM, audio: synthesized`. ### Step 1: Concept → `TREATMENT.md` Read `references/concept-and-story.md` now. - Start from specifics, not from style. Write down: - what the name means or evokes (it often hands you the mark and the device); - the feature's non-obvious behaviour, finishing the sentence "unlike the obvious version, it…"; - the product's own objects (its rows, cards, readings and states). - Write 3 concepts, each through a different lens: - (a) the product's own verb or metaphor made literal; - (b) the viewer's pain made visible; - (c) a formal device: a relay object, a bookend, one unbroken camera move, or a container that becomes the product. - Throw out any concept whose props could appear in another product's film. It isn't yours. - **Draw the techniques; don't choose them.** Run `python3 scripts/pick.py --format --energy --seconds --json out/qa/picks.json`. It draws about one technique per 2.5 s of film (5 for a 12 s video, 12 for a 30 s launch) from the measured library in `assets/library/techniques.json`, in the order the format needs them, weighted toward proven moves and the film's energy, and prints each recipe with default timing. Choosing by hand converges on the same fade-up, push-in and end card in every film; the draw is how two films stop looking alike. Build the picks the concept can carry, retold in its objects and device; the story, product truth and one consistent UI language come first, and a film that crams in every move reads as a showreel. Reroll a pick that fights the concept at most twice (`--category --exclude `), or drop it, with a written reason; never add a technique the draw did not give you (draw one with `--category`), and pass `--brand-supplied ` when the brand owns a banned look. Read a drawn entry in full with `pick.py --show `; `references/technique-library.md` lists every entry (search it, don't read it whole). Measured pacing, easing and text-timing norms are in `references/craft-rules.md`. - Fill in `assets/TREATMENT.md` for the concept you chose: - a logline; - the arc: hook (inside the problem, felt by 1 s) → turn → proof (1–2 capabilities) → promise → lockup; - the drawn techniques with the seed line, each placed in a beat (§3b of the template); - the device path, shot by shot; - a beat sheet with the columns bar | time | picture | copy | sound; - the full copy with its word count; - the final frame. - Run the deletion test. Remove the demo beats, and the value should still read. Remove the value beats; if the film still "works", it was a feature tour. - Run the specificity test. Would the film be just as true of a simpler product, for example an even split instead of an itemised one, or a plain list instead of a ranked one? If yes, the proof undersells the product; show the part that is hard. - Run the feature-word test. Watching muted, would a stranger use the brief's word for the feature ("streak", "split")? If a clever device makes it read as something else, keep the feature's familiar form and let the device dress it. - **Gate:** - the logline is ≤ 15 words; - the specificity test passes, with its answer written down; - the word count is inside the §1 budget; - no line is longer than 5 words, and no shot has more than 2 lines; - the device appears in every beat row, and every drawn technique is placed in a beat or dropped with a reason. ### Step 2: Brand and style frames → `src/brand/` Read `references/brand-and-color.md` and the type section of `references/copy-and-type.md`. - The starter's palette, fonts, mark and demo name are stand-ins marked `// cinetic:placeholder`, and `lint-film.mjs` reports an error until every marker is gone. Apply the user's brand, or invent one for this film, then delete the markers. A film that keeps the starter's look looks like every other film made from it. - **Personality first.** Write three adjectives for the brand, then derive the choices from them. This mapping is in `references/brand-and-color.md` §2: - the typeface: pick the sans for this brand from `@fontsource-variable/*` and vendor it with `node scripts/add-font.mjs ` (safe with a shared `node_modules`); Geist is only the starter's stand-in; - weight and case; - the stage (light or dark: a dev tool or a fire-named brand often wants dark), neutral or cool, and the accent's hue from the allowed families; - the motion character, from crisp to unhurried. A calm notes app and a fast CI tool should not share a look. - Write `src/brand/tokens.ts` (`python3 scripts/palette.py --accent '#…' --stage dark` builds the neutrals, checks contrast and refuses a banned hue): - colours: an ink, a paper, 2–4 neutrals, and one accent with its meaning in a comment; - type: one family at 2 weights, plus a mono if you need one; - a type scale; - one tracking value per role. - **Explore the mark before you commit to one.** - Sketch 6–10 directions, each from a different source: the name's meaning, a letterform, the product's own object, the idea's metaphor, and a pure geometric construction. - Render them together on one sheet and look at it (the `MarkSheet` still in `references/brand-and-color.md` §4). - Reject any direction that could belong to ten other startups, including the "geometric block + accent dot" family, which is this skill's own example vocabulary. - Run the misread test. Show the mark at 64 px for half a second. If it reads first as a common symbol (a minus, an emoticon, a menu or hamburger icon, a padlock, a play button, a plus), reject it or change it until it doesn't. - Build the winner in `src/brand/Mark.tsx` on a 100-unit grid, with gaps of at least 8 units so it survives being scaled down. - **A palette with character, inside the bans.** Derive it from the world of the name and the product (a hillside gives pine, moss and slate; a foundry gives charcoal, soot and a glowing red), not from framework defaults. When the name's world is heat or fire, orange is banned, so go red-hot (a deep red glowing on a true charcoal) or white-hot, never generic dev-tool blue: the colour must carry the name. A blue-grey near-black stage is the stock dev-tool dark theme (`palette.py` notes it), and in a dev tool red UI tags read as errors; spend the red on the brand's own thing. - Framework blues (the `#3B82F6` / `#2563EB` family) and flat pure greys read as "default". - Tint the neutrals toward the world, with a cool green-grey or a blue slate; a dark stage can be pine-black or ink-navy rather than `#000`. - `references/brand-and-color.md` §8–10 has worked palettes. - **Set the lockup like a typographer.** Render three settings side by side (mark-to-cap ratio, gap, weight, tracking) and pick the one where the mark and the word read as one object. A carelessly set wordmark costs more than any animation gains. - Render 2–4 one-frame style stills from the `Stills` folder and look at them: the mark at 16 px and at full size, one statement frame, and one product frame. `npm run stills` renders the mark stills; add your own with `npx remotion still out/stills/.png`. - **Gate:** - the stills pass §4; - the mark sheet and the chosen direction's reason are in `TREATMENT.md`; - `node scripts/lint-film.mjs src` reports no placeholder and no colour or font that is not a token. ### Step 3: Timeline → `src/timeline.ts` Read `references/timing-grid.md` now. - Choose BPM and fps so that a beat is a whole number of frames (see §5). - Map the beat sheet onto bars: - `ACT` holds contiguous, bar-aligned acts; - `CUE` holds named frames that sit on the grid; - `COPY` holds `{id, text, in, resolved, out}` for every line; - `TOTAL` includes a tail of at least 60 f. - Give each bar one motion peak. - **Gate:** `npx tsx scripts/grid-check.ts src/timeline.ts` passes (`npm run check` runs it together with `tsc` and the lint). It checks that every cue is on the 16th grid (or carries an `offgrid:` reason), that text holds are long enough, that no gap without an event runs past 48 f, and that the word count is within budget. ### Step 4: Build, act by act → `src/acts/` Before you write motion, read `references/motion-tokens.md`, `references/camera.md`, `references/transitions.md`, and `references/product-ui.md` if the product appears. Keep `references/chromium-rendering.md` open while you debug. - Make each act a pure function of `useCurrentFrame()`. Mount one `` per act in `Film.tsx`, and register each act as its own composition in the `Acts` folder so you can iterate on it alone. - Take all motion from the tokens in `src/lib/anim.ts` (§6). A raw bezier inside an act is a lint error, because that is how a house style decays. - Build the product UI from real components fed by one `data.ts` module with asserts on dates, weekdays, counts, plurals and sums. The data must agree with the story too: the person who paid doesn't owe, a "sorted" list is actually sorted, a stated ratio matches its numbers, and no number appears twice in one frame. That holds in every frame, in-between states included: a copy headed "owes Maya" over the whole bill's total is a wrong number on screen for as long as it shows. Frame the UI large enough to read on a phone: push in 2–5× on every interaction that carries the story, and hold a wide shot of readable UI for at most about 1.7 s. Every bar, segment, chart or bare number that carries meaning shows its value, label or unit: a row of "18 24 12 31" under M–S reads as dates, not pages. A screenshot never carries the hero shot. - Make the product and the feature identifiable. Name the feature once, as a UI label, the one line of copy or the end card, and show enough real app chrome that a stranger knows this is software. "No feature name as a headline" never means "never name it". A feature label is not a payoff: land the value with one short line that makes it human ("Sam had the salad."), even in a muted loop. - Frame only the meaningful part of the product. No half-empty grids, no tables cropped at the frame edge, no rows of blank cells: they read as a spreadsheet, not a product. - Text that must be read stays readable in motion. Text being read moves at most about 3 px/f (a camera cruise under it 1.5–3 px/f). Keep labelled chips and numbers under about 20 px/f while they travel, or fly them with the text faded and let it resolve on landing, because motion blur on small text reads as a double image. - Moving elements never cover text they pass over: plan the paths and the z-order, and check the densest frames at full size. - A progressive text reveal (letter by letter or with a sweep) must never spell a different word partway through ("tarn" briefly reading "tar"), and never shows part of a glyph: a soft wipe through an "n" reads as an "r" ("halder"). Step the mask from glyph edge to glyph edge on whole frames, or reveal whole words, and check the intermediate frames. - Export from its act every frame the sound needs, as a named constant (for example `LANDINGS` or `SNAP`), so the cue export can import it. - Wrap everything in ``. - Iterate each act in this loop: 1. Render stills at each cue −2, 0 and +2. 2. Make an act contact sheet: `python3 scripts/sheet.py --comp Act2 --every 2 --out out/qa/act2.png` renders the act and tiles it with frame and time labels. Use `--every 2` for fast sections. 3. Run `bash scripts/layout-audit.sh Act2 --cues`. - **Gate:** - `lint-film.mjs` is clean; - `layout-audit` reports 0 safe-area or overlap violations, and no readable text faster than 20 px/f; - every act sheet has written review notes. ### Step 5: Sound → `public/audio/soundtrack.wav` Read `references/sound.md` now. - Run `npx tsx scripts/export-cues.ts`, which writes `out/cues.json`. Sync points are computed from the picture code (spring contact frames, 50% pop frames, velocity peaks, 97% settles) and never typed by hand. Typed sync points landed 8–11 f off in practice. - Pick the sound's personality row in `references/sound.md` §5.5a first. A calm brand gets soft mallets and one gentle chord; drops onto silence and sub booms are for energetic launch films only. - **Make the music drive the picture, whatever the personality.** - A motif that follows the story's progress, for example one tuned note per step climbing the scale (`progress` in `score.json`). - Section changes and the hero reveal land with the music's own event (drop, stop, re-entry). Designed effects go on discrete state changes only, about 5 per 10 s, clustered where the music is sparse; continuous motion and most cuts get none. - The drop on the hero reveal, 30–60% in, is the loudest moment, and `payoff` points there. The lockup is the most resolved moment, not the loudest: the music stops on a bar line or filters down as the logo forms, 0.2–0.7 s of near-silence, then one soft resolved element on the frame the wordmark becomes readable (its `settleOf`, never the tween's last frame or a later bar line: a sound after the motion has stopped lands on nothing) and a 0.5–2.5 s tail. A sting is all lockup: its hit is its loudest moment. - The sound enters with intent on frame 0 (a drone or a 150–450 ms entry at most), without a click, and runs 5–12 LU under the body for the first 2–3 s. That assumes frame 0 moves: a drone at full level over a still frame (an empty page, a blinking caret) reads as a mistake, so move the picture, not the sound. - Fill in `audio/score.json`: key, one chord per bar, sections (with a breakdown or stop about 5 LU down at 40–80% of the runtime), drops and silences. Keep `"typing": "auto"` unless the brand asks otherwise. - Run `python3 scripts/audio/score.py --cues out/cues.json --score audio/score.json --out public/audio/soundtrack.wav --stems out/stems --json out/qa/score.json` (`npm run audio`). The stems let `av-audit.py` check each sound against its cue; the master chain lives in `scripts/audio/master.py`. - **Gate:** - the WAV measures its target ±0.5 LUFS integrated (`master.lufs` in `audio/score.json`: −14; −16 only for a sting that plays at the head of other videos, never for a social or feed cut, whatever the brand's temperament), with true peak ≤ −1.5 dBTP before encoding; - a film of 20 s or more has contrast: LRA 5–8 LU, and the payoff 2–3 LU above the median momentary loudness (`score.py` warns); - every sound has something visible that causes it, at a loudness that matches that cause (a caret blink whispers; the hero reveal drops); not every picture event gets a sound, but once a class of action is sounded every instance is, at one level. ### Step 6: Render and finish → `out/film.mp4` Read `references/finishing.md` now. - **Preview:** `bash scripts/render.sh Film out/preview.mp4 --preview --audio public/audio/soundtrack.wav`. Remotion renders the picture muted and BT.709-tagged, and ffmpeg muxes the audio. Iterate and critique on previews only. - **Master:** if anything moves faster than 12 px/f (true of almost every launch film), `bash scripts/render.sh Film out/film.mp4 --blur`: sharp render → speed measurement → `FilmSub` sub-frame render → float accumulation → mux → sync check. Otherwise, with no flag, `render.sh` renders a sharp master at CRF 14. Loops take `--loop` (lossless PNG intermediates, so the seam survives the encode) and, when silent, `--no-audio`. - **Blur costs render time, so spend it once.** - Render the blurred master once, at the end, after the last critique round. It prints the sub-frame multiple and an estimate before it starts; on 4 CPUs a 10 s film at 60 fps and 6× takes about 7 minutes on simple frames and 10–15 on dense UI. `--budget 6` caps it. - A late fix re-renders only the changed act's range (`--frames A-B`) and splices it, rather than re-blurring the film. - A 9:16 or 1:1 variant with identical timing reuses the master's samples (`--samples-from`); one whose fastest motion is ≤ 12 px/f renders sharp. - Don't edit `src/` while a render runs: `render.sh` renders from a bundle frozen at its start and warns if the source changed meanwhile. - Stop a render by its own PID, never with a `pkill -f` pattern: on a shared machine the pattern also kills other people's renders. - **Speed ceiling.** Moves over about 80 px/f are listed as too fast for clean blur, and `render.sh --blur` stops before the sub-frame pass while any are left: redesign them rather than adding samples (§6), or waive a frame-filling edge you checked at full size with `--accept-fast A-B`. Every hard cut is an act boundary: a cut inside an act blends its two shots into one double-exposed frame, so the render also stops on one (`--accept-cut A-B` for a flood or flash you checked). - **Gate.** `render.sh` runs both checks below and exits 1 if either fails. Run them again on any file you deliver: - `python3 scripts/probe.py out/film.mp4 --spec 1920x1080@60 --dur ` passes: size, fps, duration ±1 f, yuv420p, BT.709 tags, AAC at 48 kHz; - `python3 scripts/check-sync.py out/film.mp4 public/audio/soundtrack.wav` reports a lag of ≤ 48 samples and true peak ≤ −1 dBTP after decoding. ### Step 7: Review loop Run §8 on previews. Launch films and walkthroughs get at least 2 rounds. For stings and loops whose scripts all pass, 1 round is enough. The blurred master then gets a check, not a round: forensics, av-audit, its fastest frames at full size (every act's, including the lockup's entrance and exit, where a sliding wordmark most often shows stepped copies; fix with `measure-speed.py --floor a-b:n`), and a director's glance. ### Step 8: Deliver - Run `bash scripts/deliver.sh out/film.mp4` with the flags your format needs: `--loop --gif --webm` for loops, `--alpha StingAlpha,StingAlphaClear` for ProRes 4444, and `--variants Film9x16,Film1x1` for social versions. It writes the poster (the final frame) and, in `qa/`, a manifest. For a brand you invented, `bash scripts/brand-kit.sh` exports the mark, lockups, favicon sizes and avatar. Re-lay the social versions out from the same timeline; never crop the master (see `references/formats.md`). - Write a short `README.md`: the idea, the device, the grid, how to render, and the file list. - Keep the delivery folder clean. Put the deliverables at its top level (the film, alpha versions, poster, logo files) and QA material (sheets, crops, reports) in a `qa/` subfolder. A client opens the folder before they open the film. - **Gate:** every deliverable in the §1 row exists and passes `probe.py` at its own spec. ### Scaled-down path (stings, loops, short feature clips) Small jobs should stay fast. The laws, the grid, the lint and one review round still apply. The rest shrinks: 1. Write a one-page treatment in `TREATMENT.md`: logline, device, the `pick.py` draw for the format, a bar table of 2–8 rows, and the copy. It replaces Steps 1–3 as separate passes. Still write `timeline.ts` and run `grid-check.ts`. 2. For style frames, the mark at 16 px and one hero still are enough. 3. Build the whole piece as one act, or two. 4. Sound is optional for a loop. A sting needs one hit tuned to the key, plus a tail that decays to digital zero. 5. Render a sharp master unless something passes 12 px/f. Then run one round with the director and forensics lenses. 6. For a loop, the last frame must flow into frame 0: the seam's frame difference must be at most max(0.4, 1.5× the median step at the ends) (`forensics.py --loop` checks it, and so does `deliver.sh --loop`); render it with `render.sh --loop`. Build the loop as a cycle rather than as enter, hold and exit. Frame 0 is also the poster and the first frame a visitor sees, so compose it with the product's name or chrome on screen. ## 4. Taste rules that matter most The full catalogue of cheap-looking tells, each with its fix, is in `references/taste-and-slop.md`. Search it during review. These rules ban the tells of generated work, not personality. Two films made with this skill for different brands should not look alike. If yours looks like the starter, the Tessel example or your last film, it is not finished. **Copy** (`references/copy-and-type.md`) - Open inside the problem, never on "Introducing…", a rhetorical question or the logo. A muted feed decides in the first second. - Pay off the film's own words: a setup phrase, then a refrain, then the resolution. - Avoid stock phrasing (seamless, unlock, AI-powered, streamline) and never use a feature name as a headline. They mark the film as a template. - Show one line at a time. No eyebrow or kicker labels and no stacked taglines, because that is landing-page grammar. **Type** - Choose one clean, modern sans for the brand's personality, at 2 weights, plus an optional mono, shipped as local variable fonts (`@fontsource-variable/*`). No serif and no italic (see Hard bans). - Personality comes from the sans you pick, its weight, case and spacing: a humanist sans at a light weight for calm, a tight grotesk for fast, a rounded sans for friendly. - Condensed display faces are a generated-look tell. - The ubiquitous UI default families, the starter's stand-in included, read as "template" unless you chose them on purpose. - Weight carries tone: a calm brand rarely wants a heavy grotesk wordmark. - Get emphasis from size or motion. - Statements are 88–128 px with leading 0.95–1.05. - Emphasis inside a line is 1.5–1.7× the statement size; a standalone hero word may run 2–5× (14–48% of the frame height); secondary lines are 44–56 px. - UI must be at least 22 px on screen after camera scale. - Every number uses tabular figures. - Keep one tracking token per role, for example a display setting of 600 / −0.05 em. Near-miss values across scenes read as "almost matched". - Blur text only on entry, and only while it moves fast: statements 6–8 → 0 px, body lines 4–6 px, or no blur at all, through `blurIn` (clear by 60% of the eased move, because Chromium steps blur radii and renders anything under ~0.75 px fully sharp). Text lands sharp and is never left readable-but-blurred for more than 6 f. **Colour** (`references/brand-and-color.md`) - Pick one accent from an allowed hue family (red, green, teal, blue, yellow) for a stated reason. Everything in the Hard bans is out: orange, amber, beige and cream, neon, purple, violet or indigo, multi-hue gradients and glassmorphism. - Restraint is not the same as colourless. The accent visibly carries the key beats (the product's action and the payoff), and the stage and neutrals have a tone from the brand's world. Check a mid-film frame at thumbnail size: if no brand colour shows, the film has no identity. - Tint the neutrals cool or keep them neutral, never warm or beige, and keep ink as ink. New things arrive in the accent and relax to neutral over 10–30 f, which is how colour says "just happened". - No glow, halo or bloom. Shadows are `0 20–40px 60–120px rgba(0,0,0,.12–.22)`, dark surfaces get a 1 px top hairline at 8–12% white, and gradients ship as dithered PNGs (`scripts/dither-gradient.py`), because CSS gradients band at 8 bits. **Layout** - Avoid "text left, UI card right" and small centred floating cards (under about 40% of the frame width) on an empty field; a centred product window at 70–92% of the frame width, ideally overflowing an edge, is the norm. Show the product full-bleed, anchor the type to an eye line or the lower third, and give each shot one focal action. - Keep safe margins of at least 96 px at the sides and 64 px top and bottom, and at least 24 px of headroom at maximum punch. Overscan moving layers by 5–8%. - **Fill the frame with purpose.** - In product shots the hero (the UI, the object, the number) covers about 40–70% of the frame. - Outside designed negative space around a single hero, such as a logo, no region of more than about a quarter of the frame stays empty. - In vertical feeds, the platform's caption and button zones get background or continuation (the product's surface, the stage, a bleed), not an empty band. Viewers read emptiness as unfinished, whatever the reason. **Decoration** - Every element must name its job (reveal, route, validate, emphasise) or be cut. That rules out particles, bokeh, starfields and ghost text. - Grain is either absent or global at 1.5–2%, keyed to the output frame. **Product truth** (`references/product-ui.md`): named, specific, consistent data; counters count on each visible event; the product only replans the future; no cursor once the product acts on its own; any paused frame still makes sense. **Transitions** (`references/transitions.md`) - Use 6–8 types per film, each at most twice, plus one signature move taken from the mark and used 3 times (open, middle, close). - A crossfade is never the default, and never goes through black (it dips about 25% in luminance). - No preset gimmicks: glitch, light leak, film burn, swirl, ripple, dreamy zoom, flash through white. ## 5. Timing system essentials `src/timeline.ts` is the only source of timing. Picture, cue export and grid check all import it. Details and the full pattern are in `references/timing-grid.md`. ```ts export const BEAT = (60 / BPM) * FPS; // 30 f at 120 BPM / 60 fps export const BAR = BEAT * 4; export const b = (bar: number, beat = 0, sub = 0) => // sub = 16ths Math.round(((bar - 1) * 4 + beat) * BEAT + sub * (BEAT / 4)); const L = (abs: number) => abs - ACT.plan.from; // act-local frames, one per act ``` - **Whole-frame beats at 60 fps:** 90 BPM gives 40 f, 100 → 36, 120 → 30, 144 → 25, 150 → 24. - **Grid placement** - Section changes land on downbeats; cuts inside a section land on 8ths. - A batch of landings snaps to 16ths with a 0–3 f spread, and the first item lands on the beat. - Micro-rhythm is welcome: the payoff on the clap, its consequence on the next kick. - Cuts land on the grid, but most carry no sound of their own: the music carries them. Section changes and the hero reveal land with the music's own event (drop, stop, re-entry); `av-audit.py` suggests one when a top-3 picture change has no audio onset. - **Hit frames** - Start a picture change at `cue − 1`, because `prog()` is 0 on its start frame. - Pulses peak 2 f after their sound (`hitPulse`). - Start a spring at `beat − delayTo(cfg, 0.5)` so its pop lands on the beat. - **Holds** - Once text resolves, it stays at least 36 f + 6 f per word. Text that hasn't resolved never exits. - Nothing is static for more than 48 f, except a designed freeze of ≤ 15 f that sits exactly on a silence, and one designed near-still hold of 60–96 f per film on the key claim or success state, under a music dropout and followed by a big move (declare it as `export const HOLD = {from, to}` in `timeline.ts`). When a gate flags a quiet stretch, give it motion; loosening the threshold to pass is not a fix. - The end card runs 1.5–2.5 s: the lockup assembles over 60–80 f, then holds still for 36–80 f or keeps building (a creep of ≤ 6%, or a 10–20% push when the hold runs past about 1.3 s), then the tail. Never cut to a complete card that sits static, and never more than about 2.5 s on a still end card: a longer one reads as a drag. A URL is readable for at least 1.7 s. - In a launch film or product video the lockup appears once, at the end (a sting is the exception: it is all lockup). A mid-film logo reveal followed by the same lockup again reads as a repeat and spends seconds on a still; the one exception is the product's name or mark revealed at about 20–26% of the runtime after a problem act of 10 s or more, when the end card is a different construction or mirrors the opening. Mid-film, the brand is present through the device and the accent. Brand logo time across the whole film stays ≤ about 12% of the runtime. - **Density** - Aim for 45–60 discrete events per 30 s and one motion peak per bar, with 30–70 f of calm between peaks. - The first 6 s run about twice as dense as the middle. - Energy builds toward the payoff. No stretch after the turn is slower or greyer than the one before it, except one designed lull of 1–4 s inside a music breakdown at about 55–85% of the runtime; the last and biggest visual peak lands at 75–90%, on the music's re-entry. A second half that drags loses films whose first half is strong. Check the energy by eye on a contact sheet of the second half. - The last third keeps moving: a camera push, secondary motion or the device still acting. A film that settles 4 s before the end has ended early. - Shot length: median 60–90 f; minimum 24 f (and only with no text); maximum 180 f in a cut-driven film, while a continuous take may run 300–560 f if an in-shot beat lands at least every 72 f. - **Hook:** - frame 0 is already composed and moving; - the sound enters with intent on frame 0, with no fade over the first bar; - something visibly changes about every 0.5 s; - the problem is felt by 1 s and stated by 2 s; - the product is named on screen by about a quarter of the runtime (its chrome, the name in a status line, the mark), not saved for the end card. A soft first second loses a muted feed. - **End card:** carry the brief's one practical fact when it gives one (a date such as "next week", a URL, "out now"), set at the secondary size under the lockup. When the brief gives none, a launch film or product video still says what the product is in one short line under the name ("The build cache for CI."); a bare name is for stings. That is the only line besides the name. - **State follows the event:** counters, checks and totals change on the landing frame of the thing that caused them, not a beat later. **Where a sound goes** (computed by `src/lib/sync.ts`: `peak`, `hit`, `delayTo`, `settleOf`): | Picture event | The sound sits on | |---|---| | Landing / impact | the contact frame, so the motion must arrive with velocity (spring threshold 0.92–1.0, or the `contact` ease) | | Pop-in | the frame at 50% of travel | | Tween settle | the 97% frame | | Whoosh (camera-scale moves and logo zooms, about 2 a film) | onset 100–450 ms ahead, apex on the visual peak | | Typing | per key up to 25 chars/s, one blip per word above (`"typing": "auto"`) | | Exit roll | one tick, with no detent | | Cut, scroll, stream, progress bar, rolling counter | nothing: the music carries it; a counter's final lock gets a crisp tick | Audio that leads the picture by more than about 45 ms reads as "sound first". Move the picture, not the sound. ## 6. Motion system essentials The tokens live in `src/lib/anim.ts` (`E`, `SPR`, `tw`, `prog`, `mix`, `lmix`, `hitPulse`, `blurIn`, `arrive`, `arriveK`, `stagger`, `inertia`, `rand`, `fd`), and tested primitives for the commonest moves in `src/fx/` (`Words`, `TypeOn`, `Scramble`, `Roll`, `Morph`, `Iris`, `MaskRise`, `Cursor`, `RackFocus`): use them before writing your own. Curves, measured values and choreography constants are in `references/motion-tokens.md`; camera work is in `references/camera.md`. | Token | Bezier | Use | |---|---|---| | `out` | .16,1,.3,1 | arrivals, reveals | | `outSoft` | .22,1,.36,1 | gentle settles | | `in` | .7,0,.84,0 | implosions, a hard snap out | | `exit` | .55,.055,.675,.19 | exits into a cut: about ×1.14 per frame over the last 10–24 f | | `inOut` | .87,0,.13,1 | whips, lockup slides | | `smooth` | .65,0,.35,1 | drifts, fades (10–14 f) | | `ui` | .4,0,.2,1 | small UI changes | | `cam` | .48,.1,0,.9 | camera: slow start, peak at about 27%, long settle | | `glide` | .47,.2,.15,1 | 150–350 px moves | | `rest` | .45,0,.1,1 | moves that end at rest; chaining after another move | | `contact` | .55,0,.9,.55 | accelerating into an impact | | `whip` | .6,0,.15,1 | feature-to-feature whips | | `dolly` | .35,0,.65,1 | slow push through a hold | A film uses about 3 easing characters. Linear is only for drift. Springs (`SPR`, as damping/stiffness/mass): `snap` 18/260/0.7 (small overshoot), `pop` 11/180/0.6 (a landing only), `soft` 26/120/1 (no overshoot), `heavy` 30/90/1.4 (weighty). - **Damping.** Everything is eased or critically damped: damping ≥ 2√(stiffness·mass). Overshoot (1–7%) belongs only to a true landing, an object arriving at a surface or a lock, at most 2 per film, because a bounce anywhere else reads as a toy. - **Smoothness is a ship gate.** Jitter, pixel-snap stairs, single-frame pops and stall-then-lurch block the ship however good the idea is: zero `forensics.py` fails and Finish at 5 (§8). - **Clamp.** Clamp overshoot wherever it could collide with other geometry or drive a value negative. Snap to rest when `|1 − s| < 0.01`. - **`Easing.spring({damping:200})`** starts at zero velocity, so it is not a replacement for expo-out. Laws of weight: - **Direction.** Entrances decay and exits accelerate; only the camera eases both ways. A fade-out never uses expo-out, because it pops half the change in one frame. - **Log space.** Interpolate scale and zoom in log space: `exp(mix(log a, log b, t))`, which is `lmix`. - **Duration.** Duration grows with distance: 0.35 s + 1.35 ms per px, clamped to 0.6–2.4 s for camera moves. The slowest move is at least 3× the fastest. - **Shape and contact.** Shape settles 6 f before position. Contacts squash (scaleX 1.08 → 1, scaleY 0.9 → 1 over 8 f, anchored at the contact edge). - **Overlap.** A secondary move starts at 55–75% of the leading move (about 20 f into a 60 f move), so both settle within 2 f, or it starts on a zero-slope curve. This prevents stall-then-lurch. - **Budget.** Run one hero motion plus at most 2 supporting ones. Put fast (60–70 px/f whips) next to real stillness (0.3–0.6 px/f). Anything faster than 12 px/f gets true motion blur in Step 6. - **Ceiling.** No element moves faster than about 60–80 px/f. Past that, blur smears it into a streak with stepped copies; redesign the move as a cut on the beat, a match cut, a mask wipe or a shorter distance. Frame-filling edges (wipes, floods, irises, zoom-throughs, a container growing to full frame) may peak at 150–300 px/f for a few frames. - **Envelope.** Every punch and tick uses `hitPulse(t, attack = 2, tau = 5)`. A half-sine on a hard window leaves velocity clunks and peaks 6–8 f late. - **Seams** - Either both sides of a cut are at rest, or the incoming shot starts at the outgoing velocity. - Match every property across a cut, and show the rest pose once. - Never cross-fade two copies of one object; morph one object instead. ## 7. Engine non-negotiables These come from real failures. Each costs minutes to respect and hours to debug. **Both engines** - **Everything is a function of frame or time.** - No CSS `transition`, `animation` or `@keyframes`, because they don't render deterministically. - No `Math.random`, `Date.now` or `performance.now`; use a seeded `rand(seed)`. - **Transforms** - Put all translation inside one `transform` (`left:0; top:0; transform-origin:0 0; transform: translate() scale()`). A fractional left/top combined with a transform snaps to whole pixels. - Place dots and cursors by transform only. - Vertical text positions snap to whole pixels in the headless shell, so end a text rise on `arrive(p)` (and start an exit on `depart(q)`) instead of letting an ease-out creep its last pixels (`references/chromium-rendering.md` §15). - **Blur** - Never put `will-change` on a layer where `filter: blur()` animates. It causes nondeterministic ghost frames. - Never animate blur on large layers; use `src/fx/RackFocus.tsx`. - **Discrete state** - Clamp every value that feeds geometry, so radius, width, blur and scale stay ≥ 0. - Compute discrete state (typed count, caret, counters, labels) from `fd(frame)` (`Math.round`), because motion-blur sub-frames are fractional. - **Fonts.** Load fonts before any render or text measurement (`FontGate`). A measurement taken earlier is cached with the fallback width. **Remotion** (`references/remotion-engine.md`) - **Clamping.** `interpolate` extrapolates by default, so always clamp; `tw()` and `prog()` do it for you. - **`premountFor`** only affects Studio preview and does nothing in a render. With `layout="none"` it is silently ignored in 4.0.529 (no error). Don't build on it. - **Studio `Interactive.*` markup** is an optional leaf layer, never the structure. - **Config.** Render with `--muted` and let ffmpeg mux the audio (Remotion's AAC leaves about 2.5 f of priming). Use the ANGLE GL renderer, JPEG q95 intermediates and a 120 s `delayRender` timeout; the starter's `remotion.config.ts` sets all of these. - **Browser.** In a sandbox, set `REMOTION_BROWSER` to the local headless Chromium if auto-detection misses it. **HyperFrames** (`references/hyperframes-engine.md`) - **Timeline.** Each composition has one paused timeline, registered last, with a key equal to its `data-composition-id`. - **Tweens** - Use `fromTo`, never `from`. - Never combine a CSS transform with a GSAP transform on one node. - **Markup** - No `repeat:-1`. No `
`. - Every `