| name | stage-startle-to-truce-encounter |
| description | Design short cinematic encounters that move from calm observation to an impossible close appearance, a readable startle response, and a restrained truce gesture for MiniMax H3 or Seedance 2.0. Use when a user wants fantasy-versus-technology contrast, cockpit or window eyelines, pursuit compressed into 4–15 seconds, non-lethal escalation, identity-reference continuity, or a tense scene that resolves through performance instead of injury or dialogue exposition. |
Stage Startle-to-Truce Encounter
Build an original close encounter whose tension resolves through spatial reversal and performance. This is a non-official, user-contributed Skill; it is not a MiniMax or ByteDance preset.
Required reading
- Read references/summary.md for style, fit, recommended short input, and source limitations.
- Read references/template.md for invariants, slots, ablations, transfer tests, and repairs.
- Read the target model guide before compiling:
- Use references/h3-example.txt and references/seedance-example.txt as syntax examples, not as mandatory subjects.
- Consult references/source-analysis.md only to explain evidence or a repair. Never reproduce its character, aircraft, prop, landscape, or exact staging.
Intake
Collect or infer only what is needed:
- target model, task type, duration from 4 through 15 seconds, and aspect ratio;
- calm subject, technical observer, separating boundary, encounter space, and final relationship state;
- one bounded startle or defensive action and whether it is visibly non-lethal;
- every generation-time image or video and its narrow role;
- identity anchors, vehicle or enclosure continuity, eyeline geometry, primary camera role, sound, and text policy.
Treat the demonstration MP4 as research evidence, not as a generation input. Never invent a reference asset, source link, attack, injury, dialogue, or reciprocal gesture.
Build the encounter
- Establish a calm baseline and one readable distance between subject and observer.
- Reveal the observer through a distinct point of view or enclosure so both sides of the encounter are legible.
- Use one bounded escalation: alarm, defensive burst, evasive turn, shield, marker, or abrupt recoil. Do not stack unrelated weapons and effects.
- Reverse the spatial relation by letting the formerly observed subject close an apparently impossible distance.
- Confirm proximity with a shared axis, matched speed, correct eyelines, and one frame containing both sides of the boundary.
- Externalize the observer's startle through shoulders, grip, head turn, breath, or gaze.
- Reserve the ending for a small conciliatory offer and a readable held response. Reciprocity is optional unless the user asks for it.
Feasibility gate
- Use four or five causal beats for a 12–15 second result; shorten the chain for briefer clips.
- Put the decisive close appearance before the final quarter so the reaction and truce have room to land.
- Keep threat non-lethal unless the user explicitly requests otherwise; never require injury to prove escalation.
- Do not call countermeasure flares, marker pods, alarms, or light trails guided missiles unless complete evidence proves that identity and direction.
- Use one primary camera purpose per beat: establish, observer POV, kinetic proof, proximity proof, or reaction payoff.
- For window or canopy interaction, bind screen direction, eye height, relative speed, reflection, and the physical barrier.
- When an image is supplied, use it only for declared identity or wardrobe unless the user explicitly assigns scene or first-frame control.
Compile for MiniMax H3
- Choose Base or Ref2VA from the actual generation-time assets, not from the research sample.
- Use official-strict English fields. Keep the first shot untimestamped; later timestamps must increase and stay within the duration.
- Put appearance, action, camera, synchronized effects, and any dialogue inside the visual timeline.
- Keep ambience and action effects in
overall_soundscape; do not repeat them elsewhere.
- Use a final shared-axis shot long enough to prove the gaze and truce offer.
Compile for Seedance 2.0
- Use a complex multi-shot structure for the full calm-to-truce arc.
- Write consecutive
镜头N beats in event order without exact per-shot timestamps.
- Bind every supplied asset as
角色A@图片1 or equivalent and assign one narrow role.
- Use
<...> for physical effects, {...} for dialogue, and (...) for music.
- Keep constraints shorter than the action design and remove all H3 field syntax.
Validation
Before returning the result, verify:
- the baseline, observer POV, escalation, proximity proof, startle, and truce form one causal chain;
- subject identity, observer, enclosure, screen direction, speed, light, and boundary remain continuous;
- the defensive action is named from visible mechanics rather than assumed intent;
- both eyelines converge across the barrier and the conciliatory gesture is physically readable;
- the execution changes subject type, setting, transport, threat device, camera implementation, palette, sound, and ending behavior instead of copying the demonstration surface;
- H3 and Seedance syntax remain separate;
- no paid generation, upload, ComfyUI import, or node modification occurs without a separate request.
Deliver
Return:
- one-sentence concept;
- task and asset-role map;
- one compact recommended input for a prompt-enhancer field;
- MiniMax H3 prompt;
- Seedance 2.0 prompt;
- continuity, feasibility, and anti-copy audit.