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Cinematic Anime Long Glide Dunk
Reference Sheet: 01_man_SV_V1 [CONDITION DEFINITION] 15 seconds. A minimal and cinematic basketball dunk video in the style of Japanese manga and anime. The ei…
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Curated Prompt Vault
Reference Sheet: 01_man_SV_V1 [CONDITION DEFINITION] 15 seconds. A minimal and cinematic basketball dunk video in the style of Japanese manga and anime. The ei…
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Reference Sheet: 01_man_SV_V1 [CONDITION DEFINITION] 15 seconds. A minimal and cinematic basketball dunk video in the style of Japanese manga and anime. The eight panels of the reference sheet '01_man_SV_V1' are used as a continuous chronological sequence from top left to right, with the upper row moving to the lower row after the upper row. It references the positional relationships between people, movement order, composition, camera, and goals, but does not include the seat itself, black board, split screen, text, numbers, frames, or still slides within the video. Instead of a sequence of eight poses, the video is visualized as a continuous series of movements from start to finish. The stage is a seamless infinite space in pure white. All that exists are one identical adult male player, one ball, one goal, and a faint shadow on the ground. No spectators, coats, walls, or backgrounds. The athletes are the same people as on the reference sheet, with short black hair, long limbs, and a supple athlete physique, maintaining a plain navy uniform and shoes throughout. No logo, letters, numbers, sleeves, tights, or additional accessories. Do not make it overly muscular or heavyweight. A one-handed long glide dunk where you jump from a distant position with one foot and glide toward the goal for a slightly longer distance and hang time than reality, as if soaring through the air. [SHOT / FLOW] 0.0 to 1.6 seconds: Start moving from left to right on the screen. Introduced a mid-range front three-quarter for one-handed ball handling. The goal is still not shown. 1.6 to 3.8 seconds: Acceleration with one-handed dribbling. From the low front three-quarters, the player runs alongside and retreats, emphasizing stride length, ball movement, and forward speed. 3.8–5.3 seconds: From the final one-handed dribble, he smoothly scoops the ball up with the same hand. Hold it with both hands without stopping, and continuously swing your arms from behind to upward in front. The ball moves to the lower side, about 3/4, and the goal appears in the upper right. 5.3–6.5 seconds: With one foot firmly touching the ground from the goal to some distance from the goal, he took off diagonally upward in front of the goal. Grounding, compression, and crossing without stopping. Climb in sync with takeoff from a strong low angle. 6.5–8.6 seconds: Hold the ball with one hand, stretch your whole body, and glide forward for a long time. Simultaneously display height and horizontal movement. With a slightly retracted 3/4 view upward, the entire body, the goal, and both are captured at a single distance. 8.6 to 10.4 seconds: I stretched my arms forward and upward, approaching the rim. The camera moves diagonally forward on the rim side and makes a short push-in. Clearly show the face, arms, ball, and rim. 10.4–11.9 seconds: A one-handed dunk from a strong low angle. The ball pierced the net, and the net shot down sharply. A short speed change before and after contact. After pushing it in, release your hand and don't hang it for long. 11.9–15.0 seconds: Landing naturally from a descent follow. If necessary, take a small step to get into position and stay still in place. The camera slowly pulls back, showing the whole body and the goal. The ball bounces only once or rolls quietly. For the last 0.8 seconds, only the net shook. [CAMERA / EDITING] The direction of movement throughout the film is from left to right. It doesn't cross the action axis. Introduced mid-range → low follow-up → side-oriented approach → Low-angle railroad crossing → pulled aerial pursuit → Rim-side push-in → melee dunk → Downward Following and Retreating. Connect in match-on-action without repeating actions. Ball, arm, body, speed, and distance to the goal are all set in sequence. No meaningless spins, random zooms, or intense handheld shake. [SOUND] No background music, vocals, commentary, or audience sounds. Only sound effects. Dribbling, shoe friction, wind cutting through clothes and air, crossings, rim and net during dunks, landings, and the sound of the ball bouncing once. In the end, only the net shakes. [NEGATIVE] Do not display reference sheets, split-screens, collages, text, numbers, subtitles, UI, logos, watermarks, audience, coats, walls, backgrounds, or additional people. Duplicate characters, balls, and goals, alter persons, change costumes and hairstyles, add limbs, and move to the goal are prohibited. Long two-handed gathers, two-handed dunks, extra steps, unnatural ball holding, vertical jumps only, short hangovers, aerial stops, long throws, freezes, and long rim hanging are prohibited. Flashy lights, explosions, smoke, particles, floor destruction, final walk-away, looking back, fist pumps, and new dribbling are prohibited.