Cyberpunk and Anime Battle Sequences
MiniMax H3 video prompt by Tom𝕎 · original post
Structured prompts generate detailed 15-second cinematic cyberpunk CG and impasto anime action sequences using multiple visual references.
the prompt
subject_definitions: <Subject 1> is the female cybernetic warrior in reference image 1: wet dark hair in a high ponytail, a full-coverage glowing red tactical visor, a bloodied battle-worn body, sky-blue heavy mechanical limbs with vent ports, and a pink high-frequency energy katana. Keep her face, hairstyle, visor, limb design, colors, damage, and weapon consistent throughout. <Subject 2> is the skeletal biomechanical beast in reference image 2: a pale skull-like head, deep red eye sockets, a glowing red chest reactor, and dense black heavy cable bundles trailing from its back. It is approximately 2.5 times the warrior's size. <Subject 3> is the rust-red chemical-plant battlefield in reference image 3, with its tall rust-red wall and white diamond emblem, elevated steel catwalks, pipework, and reflective muddy puddles. summary: [reference generation + audio reference] Create a cinematic 15-second, 16:9 cyberpunk battle using <Subject 1>, <Subject 2>, and <Subject 3> as visual references. The images guide character and environment design; they are not fixed first or last frames. Preserve the established designs and battlefield damage through five connected action shots. retention_analysis: <Subject 1> (appears throughout): fully_preserved - retain her referenced face, wet high ponytail, red visor, battle damage, blue mechanical limbs, and pink energy katana. <Subject 2> (appears throughout): fully_preserved - retain its skull-like head, red eyes and chest reactor, trailing cables, and larger scale. <Subject 3> (appears throughout): fully_preserved - retain the rust-red factory wall and emblem, elevated industrial structures, wet ground, and existing damage. detailed_description: A cinematic industrial CG action sequence with physically grounded materials, volumetric smoke, hard sunset backlight, god rays, wet reflective ground, drifting ash, and motivated sparks, steam, debris, and fluid spray. Keep the action clear and readable through the smoke. [Shot 1] At 00:00.000, a ground-level tracking shot surges through smoke. <Subject 1> bursts forward in a low sprint as <Subject 2> lunges from the haze and slams a claw down. She slides aside and deflects its wrist with an upward katana strike. White-hot sparks scatter across the puddles while steam jets from her mechanical legs. [Shot 2] At 00:03.000, the camera arcs around them as the beast smashes the ground and lashes its cable bundles toward her. The warrior plants her feet against <Subject 3>'s rust-red wall, rebounds into a turning slash, and severs several cables. Black hydraulic mist sprays from the cuts as orange sparks flicker in the smoke. [Shot 3] At 00:06.000, push in as the beast sweeps at her. She blocks with her blue mechanical forearm; the impact throws sparks and blasts twin steam jets sideways. She slides back through muddy water, then uses the recoil to spring onto the beast's back as a damaged catwalk collapses around them. [Shot 4] At 00:09.000, follow their fall through twisted steel and smoke. The warrior drives her glowing katana into the beast's red chest reactor as they crash into a large puddle. A bright red energy ring, white-hot sparks, muddy water, and vapor burst outward. The beast convulses and collapses; its reactor and eyes go dark. [Shot 5] At 00:12.000, the warrior pulls out the blade and sheathes it with one clean metallic click. A final thin puff of steam escapes her arm. Slowly pull back through drifting ash as sunset light reveals her bloodied, rain-wet face and the motionless beast in the ruined factory. End on this image without fading to black. overall_soundscape: Use industrial percussion beneath pneumatic hisses, wet footfalls, metal impacts, cable snaps, electrical crackles, and the crash of water and steel. Let the sounds fall away after the reactor shuts down, leaving dripping water, cooling metal, faint wind through pipes, and the final sheath click. non_diegetic_music: A tense industrial score with deep pulses and metallic percussion rises through the fight and reactor strike, then drops to a restrained low sustain for the final image. --------------------------------------------------------- 2D animation prompt: subject_definitions: <Subject 1> is the elf assassin in Image 1, with a stable face, long pale-blonde hair tied in a ponytail, long pointed ears with red-and-black cross-shaped ornaments, a white feather-blade cloak, cutout combat boots, and two vermilion-and-gold short blades held in reverse grip. <Subject 2> is the heavy armored puppet in Image 2, about twice the assassin's width, with a pale ceramic mask whose eyes angle slightly downward, layered plate armor with distressed vermilion markings, a chain flail in its right hand, and a massive wood-and-stone tower shield in its left. <Subject 3> is the floating ruined stone arena in Image 3, a circular platform above a sea of clouds, surrounded by broken pillars and vermilion-stained ruins. <Subject 4> is the visual style from Images 1–3: rough, highly legible impasto palette-knife anime art with square raised paint marks, dry-brush scumbles, and visible mineral-pigment grain; a palette of vermilion red, slate blue-cyan, warm sand white, and iron black. summary: [reference generation] Create a 15-second, 16:9 animated action sequence at a smooth 60 fps target. <Subject 1> fights <Subject 2> across <Subject 3>. Use <Subject 4> throughout, with continuous character identities, costume, weapons, arena geography, and persistent battle damage. retention_analysis: <Subject 1> (appears throughout): fully_preserved - retain the same face, blonde ponytail, pointed ears and ornaments, feather-blade cloak, boots, and paired reverse-grip blades. <Subject 2> (appears throughout): fully_preserved - retain the ceramic mask, heavy layered armor, distressed vermilion markings, right-hand chain flail, and left-hand tower shield. <Subject 3> (appears throughout): fully_preserved - retain the floating circular stone arena, broken pillars, cloud sea, and established damage. <Subject 4> (applies throughout): fully_preserved - maintain the rough raised palette-knife texture, visible pigment grain, and vermilion, slate-blue-cyan, warm sand-white, and iron-black palette. detailed_description: The target is a 15-second, 16:9 fantasy action sequence with a rough impasto palette-knife anime look. Raised square paint marks, dry-brush scumbles, and mineral pigment grain remain visible in faces, armor, stone, debris, and light. Vermilion and slate-blue paint-like fragments burst at impacts. Keep both fighters spatially readable and preserve damage to the arena between shots. The camera uses motivated push, orbit, and whip movements with matched motion across cuts. [Shot 1] Begin mid-action at ground level in <Subject 3>. <Subject 1> is already sliding low toward <Subject 2>, both blades dragging across the stone and throwing two bright vermilion paint sparks. <Subject 2>'s left-hand tower shield is already planted diagonally in the ground ahead of her, cracking the stone and raising a thick painted dust plume. Track forward beside the slide. She crosses both blades against the shield's metal rim; blade sparks scatter in palette-knife streaks. <Subject 2> holds firm, then snaps its right-hand chain and sends the flail skimming sideways just above the ground. <Subject 1> twists right into a low aerial roll; the spiked head passes close to her hair and smashes a broken pillar behind her into large painted stone fragments. [Shot 2] At 00:03.000, whip-pan with her recovery into a medium-wide view. <Subject 1> rises straight into a leap and thrusts her left blade toward the ceramic mask. <Subject 2> braces behind the shield and drives it forward. She changes direction in midair, plants both feet against the shield face, and kicks off into a backward somersault, opening distance. <Subject 2> surges after her and slams the flail into the arena where she had been. The head bites into the stone; a broad debris wave races outward and a web of cracks remains visible. Orbit around the impact without losing the fighters' positions. [Shot 3] At 00:06.000, push in as the chain flail catches briefly in the fractured platform. During this short opening, <Subject 1>'s feather cloak snaps open. She darts in along a tight spiral, leaving three vermilion brushstroke afterimages that quickly resolve into one body. In a rapid but readable two-second flurry, she lands eight distinct blade strikes on <Subject 2>'s shoulder fasteners, elbow joint, and knee supports. Each hit throws red-blue paint flecks and metallic sparks. Several outer armor plates break loose and tumble away; the puppet remains mechanical and masked. Whip with her final strike toward the counterattack. [Shot 4] At 00:09.000, <Subject 2> abandons the flail and swings a heavy iron fist. <Subject 1> drops into a ground-level slide beneath it, passes between the puppet's legs, then uses the turn to spring onto its back. In a close tracking orbit, she crosses both reverse-grip blades around the neck bearing and wrenches them inward. A sharp metal tear and a vermilion energy burst mark the break. <Subject 2>'s masked head jerks back and its armored body loses balance. Keep the action non-graphic; the damage is entirely to armor and machinery. [Shot 5] At 00:12.000, the puppet drops heavily onto both knees on the already cracked stone and becomes inert. The tower shield falls beside it; faint vermilion vapor leaks through its cracks. <Subject 1> pushes away, completes a light backward somersault, and lands balanced on a raised broken pillar. She flourishes both blades once and returns them to the sheaths at her lower back with a crisp click. In a steady close-up, she turns her head slightly toward camera. Her cool eyes, pale-blonde fringe, pointed ear, and gently swaying red gemstone ornament remain clear against the backlit rolling cloud sea. Hold her breathing cloak and the drifting paint-grain motes through the final frame; end stable, without freezing the motion prematurely. overall_soundscape: Close metallic blade scrapes, shield impacts, chain rattle, flail whooshes, stone fractures, falling debris, armor stress, the neck-bearing tear, and the final paired sheath clicks. Low impact weight and high-altitude wind remain distinct; the wind becomes prominent after 00:12.000. non_diegetic_music: Fast, heavy low war drums and sharp percussive accents drive the first eleven seconds. A strong hit lands at the neck-bearing break around 00:11.000, followed by an abrupt musical drop. From 00:12.000 to the end, leave space for rushing high-altitude wind and a restrained, airy sustained-string tail.
- model
- MiniMax H3
- type
- video
- shape
- 16:9
- length
- 15 seconds
- shared
- September 26, 2026
- prompt
- 1,621 words
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