Skill
higgsfield-seedance-prompt
Seedance 2.0 视频提示词写作技能。用户个人技能的原样发布副本,用于镜头设计、参考素材标注、摄影、灯光、动作、连续性与英文提示词组织;不包含Higgsfield生成CLI或账号凭证。
SKILL3 个文件2026/10/23 更新
--- name: higgsfield-seedance-prompt description: > Seedance 2.0 prompt-writing system. Use whenever the user wants to write a Seedance prompt, build a cinematic shot or scene, turn an idea or script beat into a prompt, set up references/assets, or asks about Seedance prompting technique. Trigger on phrases like "prompt for Seedance", "write a Seedance prompt", "make a scene where...", "build a shot", "how to write a Seedance prompt". Output is a single standalone prompt. Always consult this skill before writing any Seedance prompt. --- # Seedance 2.0 Prompt Writer Turn scripts, scenes, and ideas into Seedance 2.0 prompts. Block, light, and pace each shot like a film. **Output: always a single standalone prompt in a code block.** --- ## CORE PRINCIPLE: WRITE THE VISIBLE The model reacts to what can be **seen and measured**, not to mood words. Translate every abstraction into something observable. - ❌ "tense scene" → ✅ "man freezes, slowly clenches his fist, light only from the side, half his face in shadow" - ❌ "cool cinematic shot of a car, epic, fast" → ✅ "low tracking shot alongside the car as it powers through a wet curve, headlights glowing, spray off the tyres, hard buffeting camera shake" Write in plain, clear, instruction-style language. Fewer precise words beat many vague ones. Before generating, mentally "watch" the prompt as a viewer: is everything unambiguous, is the first frame non-empty, is it clear where the subject is and where it looks, where is the light coming from. --- ## WORKFLOW 1. **Read as a director.** Find the dramatic shape: where the scene turns, lands, breathes. 2. **Define continuity anchors.** Who is in frame, how they look, what they carry across cuts. 3. **Write the prompt** using the block structure below. 4. **Tag assets.** Tagging rules below. If the idea is ambiguous, close the gaps in conversation first — blocking, angle, light, timing, character behavior, what is in the first frame, how it ends. The model fills any gap on its own, usually not the way intended. --- ## ASSET TAGGING Reference image (`@tag`) sets **appearance and identity**. Text sets **what happens** and locks critical details. Both are required. **Tag naming:** - If the user specifies tags as `@tag_name`, use those. - If no tags are specified, name them by load order of the supplied assets: `@image1 @image2 ...` for images, `@video1 @video2 ...` for videos, `@audio1 @audio2 ...` for audio. - Otherwise follow the user's explicit instruction. **Reference + text rule:** keep the character description minimal — long appearance text conflicts with the image and degrades it. ``` @TAG: age + role/build + current state + unique visible features + action-critical details + voice (only if it has a line). 100% matches the reference. ``` State critical details (small text, logos, color) in words even if they appear on the reference — the model can drop them. Never place an `@tag` in a shot where that object is not present; the model will try to force it into frame. --- ## CONTEXT ISOLATION Each generation is a blank slate — **no memory of previous shots.** A prompt is a sealed single-shot document. Do not carry in: scene numbers, script headings, summaries of prior scenes, unused tags/characters, "as above / continues" phrasing, or people and props from a previous line that are not needed in this shot. --- ## STYLE — DISTRIBUTED, NOT A PREFIX There is **no separate style-prefix block at the top of the prompt.** Style is not one thing in one place — it is a set of aspects, and each aspect lives in the block that already governs it, where it is most effective and unambiguous. State the target look, never what to avoid; adapt every line to this specific scene. Cover these aspects, each in its home block: | Aspect | Lives in | What to write | |--------|----------|---------------| | Lighting | **LIGHTING** | source, direction, exposure, key/fill, haze for THIS scene | | Color / grade | **COLOR GRADE** (own block if grade is strong, e.g. teal-cyan desaturated) or folded into **LOCATION** + **LIGHTING** for a naturalistic look | palette as material + light beam + role, never a flat list | | Lens / optical character | **OPTICS** | FOV°, rectilinear/anamorphic, prime-lens character, motion-blur | | Camera body / tonal character | **CAMERA** | tonal latitude, highlight roll-off, color science — as a look, not a model name | | Skin / micro-realism | **PERFORMANCE** (or inside **ACTION**) | pore-level realism, capillary flush, living eyes, catch-lights, visible breath | | Acting | **PERFORMANCE** (or inside **ACTION**) | micro-pauses, precise eye-line, restraint, muscle-level emotion | | Physics realism | **PHYSICS** | gravity, inertia, mass, contact shadows, fluids, particles | | Composition / blocking | **FIRST FRAME / BLOCKING** | framing rule for THIS scene; everyone moving from frame one | | Continuity | **POSITIVE LOCKS** | characters, props, environment identical across cuts | | Wardrobe | **WARDROBE** (own block when costume matters) | material + condition, scene-logical | | Format / resolution / grain / fps / bitrate | **STYLE** + **OUTPUT SETTINGS** at the **end**, just before LOCKS | 8K, photoreal, anamorphic, fine grain, real-time vs slow-mo per segment | **Placement principle:** descriptive style (light, color, optics, physics, acting) sits *inside the content block it describes*, in the body of the prompt. Technical/format style (resolution, grain, fps, bitrate, overall look reference) sits as a **suffix stack at the end** (`STYLE`, `OUTPUT SETTINGS`), right before `POSITIVE LOCKS`. Nothing style-related goes at the very top — the prompt still opens on `SCENE CONTEXT` and `ACTIVE REFERENCES`. Use only the aspects the shot needs. A naturalistic single take may have no `COLOR GRADE`, `WARDROBE`, or `OUTPUT SETTINGS` block at all and fold those notes into LIGHTING and POSITIVE LOCKS. A graded, multi-segment piece earns the full suffix stack. If the user supplies their own prefix or block text, use it verbatim. --- ## PROMPT STRUCTURE Write blocks in this order. Logic: context and references first, then space and timing, then action and physics, then the descriptive-style blocks in their home positions, and a technical-style suffix at the end. Use only the blocks the shot needs; drop the rest. ``` SCENE CONTEXT [1–2 sentences: what happens, where, when. Geo-positions of characters.] ACTIVE REFERENCES [@tag + minimal anchor of critical details + "100% matches the reference"] LOCATION MAP [Foreground / midground / background, where the camera is, where light comes from, movement paths. Naturalistic color can live here.] FIRST FRAME / BLOCKING [Who is where in the first frame: positions, orientation, gaze. Composition rule for this scene.] FORMAT MODE [Choose the level of control the shot needs: - Single continuous shot — "one continuous shot, the camera does not cut on its own." - Sequence of cuts, no timecodes — "CUT 1 … CUT 2 … CUT 3", described in order. - Timed multishot — explicit HARD CUTs at stated seconds.] OPTICS [Shot size + FOV per segment + lens/optical character. For multishot add "no drift mid-segment".] CAMERA [Operator behavior: height, distance, movement, focus. Camera-body tonal character as a look.] ACTION [Events at the precision the shot needs. Camera motion and subject motion stated separately.] PERFORMANCE (when acting matters) [Acting + skin/micro-realism: muscle-level emotion, eye-line, catch-lights, breath, pore-level detail.] PHYSICS [Mass, inertia, contact, fluids, particles.] LIGHTING [Source, direction, exposure — priority block.] COLOR GRADE (when the grade is strong / stylized) [Palette as material + light + role; grade character. Omit for naturalistic looks — fold color into LOCATION/LIGHTING.] WARDROBE (when costume matters) [Material + condition, scene-logical.] AUDIO [Only the needed sound / line.] STYLE (technical-style suffix) [Overall look in words, photoreal, format, grain — no director or equipment names.] OUTPUT SETTINGS (when format must be pinned) [Resolution, anamorphic, real-time vs slow-mo per segment.] POSITIVE LOCKS [Short fixers against likely failures, in positive form, restating critical info once. Continuity lives here.] ``` The descriptive-style blocks (PERFORMANCE, PHYSICS, LIGHTING, COLOR GRADE, WARDROBE) sit in the body next to what they govern. The technical-style blocks (STYLE, OUTPUT SETTINGS) form a short suffix stack just before POSITIVE LOCKS. Nothing style-related opens the prompt. A **lock** is a short hard fixer placed next to what it protects, e.g. `"headlights stay glowing in every shot"`. Write densely where control matters, sparsely where it does not. Say each important thing once, clearly. --- ## CUTS AND TIMING Pick the precision the shot actually needs — these are points on a scale, not a binary: - **Single shot (oner)** → "one continuous shot, the camera does not cut on its own." - **Sequential cuts, no timecodes** → describe shots in order as `CUT 1 … CUT 2 … CUT 3`. Use when you want specific cuts but exact timing does not matter. - **Timed multishot** → explicit HARD CUTs at stated seconds. Use when beats must land on a clock. - **Freestyle b-roll** → do not lock cuts; let the model find angles. When you specify cuts (timed or not), lock that the camera does not add its own: *"cuts only at the specified points, the camera does not cut on its own."* **Timecode format** (only when timing matters): ``` 0.0s to 1.0s — [description] 1.0s HARD CUT 1.0s to 3.0s — [description] ``` **Sequential format** (cuts without timecodes): ``` CUT 1 — [description] CUT 2 — [description] ``` **Cut types:** `HARD CUT`, `SMASH CUT`, `MATCH CUT`, `INSERT CUT`, `REVERSE CUT`, `WHIP CUT`. Fades / crossfades only if explicitly requested. Across internal cuts hold: same character set, same geometry, screen direction, gaze, light, wardrobe, prop state. --- ## DIRECTING **Blocking.** State where each character stands, sits, moves; what their hands do; what sits between them. "She sits across from him at the diner booth, knees touching under the table" beats "they sit and talk." **Pace.** Read the dramatic structure. Confession scene → air, held shots, beats of silence. Action → compression, short cuts. A reveal lands on one held close-up. **Acting.** Translate emotion into concrete on-shot direction: - ❌ "she looks sad" → ✅ "her eyes drop to the table, jaw tightens, she swallows once before answering" - ❌ "he is angry" → ✅ "knuckles whiten on the glass, breath shortens, eyes never leave hers" Restraint by default — a whisper out-acts a shout most of the time. **Continuity** (hold in mind, do not write as a block): state carried forward (wet/dry/bloodied), appearance not drifting, emotional carry from the previous scene, one time-of-day and weather unless the location changes. **Camera language.** Be concrete: FOV°, height, movement, motivation. Motivate every camera move. - "Low-angle 18° dolly-in, slow push from waist to chest as she realizes." - "Static 47° two-shot, eye-level, locked off — lets the silence sit." - "Handheld 63°, follow from behind — camera lags half a beat." --- ## PROMPTING RULES - **Positive by default.** Describe the target behavior. Use a short negative technical lock only when it clarifies cuts, lens stability, or impact mechanics, as in the protocols below. ❌ "does not fall backward" → ✅ "stays upright, feet planted." - **Use motion-appropriate speed units.** Use km/h or m/s for subject travel, tracking, and dolly movement; use degrees per second or a stated angle over time for pans and tilts. ❌ "fast/slow" → ✅ "car moves at 40 km/h", "camera pans 30° over 3 seconds." - **Atmosphere in percent / meters.** ❌ "light fog" → ✅ "fog density 40%", "haze visible at 15 meters depth." - **Atmosphere builds in steps across shots.** Shot 1: fog 20% → Shot 2: 40% → Shot 3: 60%. - **Giant scale via human-height comparison.** ❌ "huge", "three meters tall" → ✅ "stands as tall as four humans stacked head to toe." - **Left/right is from the camera.** "Subject moves left" = left from the camera's view. - **Environment interaction stated physically.** Snow melts on skin, rain runs down hair, wind moves fabric. - **Emotion through muscle movement, not labels.** --- ## OPTICS — SHOT SIZE, LENS, FOV Two levers define "how it is shot": **shot size** and **focal length**. ### Shot sizes | Abbr | Meaning | In frame | |------|---------|----------| | ECU | Extreme Close-Up | a detail: eyes, button, headlight, hand | | CU | Close-Up | full face / one element large | | MCU | Medium Close-Up | head and shoulders | | MS | Medium Shot | roughly to the waist | | WS | Wide Shot | full figure + surroundings | | EWS | Extreme Wide | scale, location | ### Focal length (mm — for describing size while writing, not for the prompt text) | Lens | Effect | Use for | |------|--------|---------| | 24–35mm wide | space, slight perspective distortion | action, immersion, wides | | 50mm normal | natural perspective, "as the eye sees" | realism, neutral shots | | 85mm portrait | soft bokeh, subject separated from background | portrait, emotion | | 135mm+ tele | strong compression, "watching from afar" | observation, distance, sport | In the prompt text use **FOV in degrees** from the table below, not millimeters. ### FOV anchor table (degrees for the prompt) | FOV | mm equiv | Purpose | When | |-----|----------|---------|------| | 180° | Fisheye | spherical distortion | POV, dream-state | | 107° | 14–16mm | architectural ultra-wide | huge interiors, epic establish | | 84° | 20–24mm | wide | establish, group blocking | | 63° | 28–35mm | observational | wide observation, reportage | | 47° | 40–50mm | neutral human perspective | universal establish, medium | | 29° | 75–85mm | portrait compression | medium-isolate, dialogue bust | | 18° | 100–135mm | natural portrait | close-portrait, identity-preserving | | 12° | 180–200mm | tele-detail | hands, objects, detail-on-wide | | 8° | 300–400mm | extreme compression | observation, broadcast | Use only the discrete steps from the table. Not "23°" — use 18° or 29°. In a multishot, set FOV per segment and add `"no drift mid-segment"`. ### Camera placement in the prompt Follow the block order in PROMPT STRUCTURE: place CAMERA after OPTICS and before ACTION. Keep FOV in OPTICS and operator behavior in CAMERA; both follow the context, references, space, and timing blocks. --- ## OPTICAL TECHNIQUES **Observation pattern (hidden-camera effect)** — all three ingredients at once: 1. Foreground occlusion — out-of-focus obstruction over 20–30% of frame (wall, pillar, branch, arch). 2. Atmospheric haze — fog/dust/shimmer between camera and subject. 3. Distance vantage — super-tele 8°–12°, operator anchored far away. Change the occlusion type between beats; keep the vantage single. **Sports broadcast:** `8° super-tele + handheld 1–2cm tremor + "anchored at distance, finding the action"`. **Detail-on-wide (snake cam):** `84° wide FOV + low-angle right up against a small object` — foreground object exaggerated, background recedes into depth. **Intimate wide:** `63–84° wide FOV on a close face` — face centered, surroundings readable without blur. **Tele compressed air column** at 8°–12°: `"dust suspended in the long compressed air column between camera and subject"`, `"heat shimmer compressed into a wall of haze in front of the figure"`. --- ## SPECIAL PROTOCOLS **4-mechanism multishot consistency stack (extreme FOV: 8°, 107°):** 1. Sequence-wide identity lock — single location reference across all beats. 2. LENS LOCK opener — explicit FOV phrase at the start of each beat. 3. LENS CHECK closer — confirm FOV at the end of the beat. 4. Color via material + light, not as a list. All four are required, or extreme-FOV multishots break down after 2–3 beats. **Whip-pan timing:** ``` 0.3s — Subject A settled 0.8s — WHIP motion-blur transition 1.4s — Subject B settled ``` A whip under 0.8s renders as a hard cut without blur. **Mixed time-speed (real-time + slow-mo):** hard cuts only between speed modes. Each shot is one speed start to finish. **Cracks/breaks without impact (anti-impact lock):** - "crowd PRESSES, not strikes" - "fracture originates from edge stress, not center impact" - "no impact point — pressure-based crack" - sequential timing edge-to-center, not radial from a point. --- ## CAMERA / LIGHT / COLOR **White balance** in Kelvin, set to the scene mood, fixed within a scene (3200K / 4000K / 5600K / 8500K). **Equipment:** describe the look, not gear. No camera/film/lens model names — they get ignored or break complex moves. **Color rule:** tie color to **material + light beam + compositional role**, never a flat list. - ❌ "the woman wears red, the man wears blue" - ✅ "crimson silk scarf catching the cold tungsten spill from the corridor" **Background in layers:** state foreground / midground / background separately. **Camera on the shadow side**, with a stated operator axis. --- ## CHECKLIST (before each prompt) - All blocks in order: context and references first, then space/timing, then action/physics, then style in its home blocks, technical-style suffix last? - Tags named per the tagging rule (`@tag_name`, or load-order `@image1`/`@video1`/`@audio1`, or user instruction)? - `@tag` only in shots where the object is present? - No style-prefix block at the top — prompt opens on SCENE CONTEXT / ACTIVE REFERENCES? - Each style aspect placed in its home block (light→LIGHTING, color→COLOR GRADE or LOCATION, acting/skin→PERFORMANCE, format/grain→STYLE+OUTPUT SETTINGS suffix)? - Style adapted to this scene (not generic)? - Positive target descriptions, with short negative technical locks only where cuts, lens stability, or impact mechanics require them? - Translation speeds in km/h or m/s; pans/tilts in degrees per second or angle over time; atmosphere in %/meters; giants vs human height? - Emotion through muscle movement, not labels? - Left/right from the camera? - FOV in degrees from the anchor table (not mm, not arbitrary)? - CAMERA follows OPTICS and precedes ACTION, in the PROMPT STRUCTURE order? - WB in Kelvin for the scene mood? - Color via material + light + role, not a list? - Camera on the shadow side, operator axis stated? - Background in foreground/midground/background layers? - Multishot: FOV per segment + "no drift mid-segment"; extreme FOV → all 4 consistency mechanisms? --- ## FINAL RULES - **English prompts only.** - **Positive phrasing by default** — state the target; allow short negative technical locks for cuts, lens stability, and impact mechanics. - **No director names, no signature-work references, no equipment names.**
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ver_160646d3-34d8-4278-8c19-4c9706536406