3D 场景 / SOURCE CASE
真实素材与极简产品动效
用真实影像搭配极简动态图形,在固定节拍中展开产品介绍。
来源标注模型Claude Opus 5.5
社区来源案例模型名来自原项目说明;本站负责整理展示,不将来源视频表述为 Fastgoing 实测。
原案例视频WATCH / SOURCE
视频由 Fastgoing 媒体存储按需加载,版权归原作者;本站保留原案例演示,标注为社区来源案例。
完整提示词COPY / ADAPT
<inputs>
Ask me for: the product name and a one-line promise, 3 to 5 UI moments to show, one accent color, 10 to 20 real vertical clips I own, and a royalty-free song with a clear drop (e.g. Mixkit, free for commercial use).
</inputs>
<direction>
High-end minimal. One idea per shot, lots of empty space, one accent color, one clean sans (Geist or Inter) with tight tracking. Masked type reveals, match cuts, one smooth camera language. Real footage only, never placeholder cards. No full stops in on-screen text.
Banned: shockwave rings, particle bursts, RGB split, camera shake, lens flares, neon glows, grid floors, flashing backgrounds, bouncy easing.
</direction>
<structure>
10 bars at 120 BPM, 2 seconds each.
Bar 1: the hook lands word by word on the beats.
Bar 2: one hook word morphs into the product UI. A cursor types and clicks.
The drop: a circle opens out of the button into a dark scene.
Then one move per bar: a wall of real clips with a scan line and 3 winners, the key output as big type, a 3D carousel of real videos with floor reflections and a motion-blurred whip onto one hero clip, the hero in a phone next to a panel that flips into results, big stats on push cuts, a 3-word ticker, a logo reveal, a fade to black.
</structure>
<build>
1. One HTML file at 1920x1080. Every style is computed from time inside
http://
window.seek(t): no CSS animations, no timers, no state between frames.
2. Real video: extract clips to 30fps JPEG sequences with ffmpeg and swap img sources per frame. seek awaits the image decodes.
3. Analyze the song with numpy: tempo, beat grid, energy per bar, the drop. Calibrate the grid to the real kick hits. Every cut sits on a downbeat, every UI hit on a beat.
4. Render with Playwright: 3 subframes per frame at t minus, at, and plus 1/240s, then blend with ffmpeg tmix for real motion blur at 60fps.
5. Place each sound effect so its measured peak, not its file start, lands on the event. Keep the effects quiet under the music. Loudnorm to -14 LUFS.
6. Probe 20 or more frames before the full render. Fix anything cluttered, overlapping or hard to read.
</build>
<gotchas>
Never set opacity or filter on a preserve-3d element, because it flattens and both faces show. Fade its wrapper instead. Measure element positions at runtime for match cuts. Only use music and sound effects whose license allows commercial use.
</gotchas>
<start>
Ask me for the inputs, then show me a storyboard with every timing on the beat grid before you write any code.
</start>复制后先替换产品、主题、时长和输出规格;涉及外部素材、音乐或服务时,请确认授权与费用。
PROVENANCE / 来源
来源明确,本站直接呈现。
本条由 Fastgoing 从 awesome-opus5-5-videos 精选整理,保留完整提示词、原帖、作者和项目入口。视频为原作者公开演示;模型标注来自上游记录。
HOW TO USE
把来源案例,改成你自己的任务。
建议先补全
01主题与真实素材02时长、画幅与帧率03允许使用的技术栈04预览、验收与导出方式状态说明
“社区来源案例”表示提示词与视频来自原作者公开分享。本站内播放只是内容呈现,不等于 Fastgoing 独立执行过模型或验证了生成过程。