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All prompts/Workflow/creative visual glitterpixely 2b

Yunmei Cloudbell storyboard prompt

Workflow

Copy a GPT Image 2 prompt for an 8-panel vertical previs storyboard sheet introducing Yunmei Cloudbell with consistent cloud buns, blue-cream costume, bell details, and shot timing.

GPT-Image2SeedDance 2.0

Pipeline

Step 1

分镜故事板

Text-to-imageGPT-Image2
生成方式
文生图
Create a clean PREVIS STORYBOARD for a 12-second vertical cinematic hero-introduction sequence featuring the uploaded character, Yunmei Cloudbell.

Use the character reference exactly: white wool-cloud twin spiral buns with blue swirl markings, pale flowing hair, serene closed-eye smile, blue-and-cream woven mini dress, puffy cloud sleeves, gold bell accessories, fluffy cloud tail, soft plush/felt texture. Keep her design consistent in every panel.

FORMAT:
Vertical 9:16 storyboard sheet with 8 clear panels arranged in order.
Each panel should include:
- panel number
- timestamp
- camera lens / camera move
- character action
- environment layout
- motion arrows
- VFX direction
- short annotation notes

STYLE:
Clean previs storyboard, polished but readable, cinematic planning board, soft color blocking, clear silhouettes, simplified environment mapping, blue motion arrows, gold VFX markers, white cloud/wind path lines, camera labels, lens labels, floor-map insets where useful. No final render look. No clutter. No game UI.

SEQUENCE:

PANEL 01 — 0:00–0:01.5
Low-angle close-up on Yunmei’s bare feet stepping into frame.
Environment map: misty moonlit cloud arena floor, circular open space, faint blue cloud sigil underfoot.
Camera: 35mm low dolly-in, ground-level.
Action: one soft step forward.
VFX: tiny golden bell particles, weak blue glow spreading from foot contact.

PANEL 02 — 0:01.5–0:03
Close-up of ankle bells and fabric wrap.
Camera: macro 50mm, slight upward tilt.
Action: ankle bells swing gently as the step lands.
VFX: small ripple rings expanding across the floor sigil.
Motion arrows: foot movement forward, bell swing arc.

PANEL 03 — 0:03–0:04.5
Camera tilts up from legs to dress.
Camera: 35mm tilt-up, slow vertical reveal.
Action: Yunmei stands centered, dress and puffy sleeves catching wind.
Environment map: arena circle behind her, fog layer at floor level.
VFX: blue-white wind ribbons begin spiraling around her lower body.

PANEL 04 — 0:04.5–0:06
Medium full-body reveal.
Camera: low-angle dolly-in, slight left-to-right arc.
Action: she raises one hand gracefully while keeping eyes closed.
VFX: blue spiral energy gathers around her hand and cloud sleeves.
Motion arrows: hand lift, hair flow, sleeve drift.

PANEL 05 — 0:06–0:07.5
Wide hero silhouette.
Camera: 24mm wide, orbit begins clockwise.
Action: Yunmei remains calm as her fluffy cloud tail and twin buns move in the wind.
Environment map: circular arena with Yunmei at center, camera orbit path shown as an overhead inset.
VFX: cloud halo begins forming behind her.

PANEL 06 — 0:07.5–0:09
Dynamic orbit shot.
Camera: 35mm orbit around her, three-quarter angle.
Action: she lifts slightly off the ground, sleeves bloom outward like clouds.
VFX: stronger blue wind ribbons, golden bell particles suspended around her.
Motion arrows: body float upward, camera orbit arrow, circular wind flow.

PANEL 07 — 0:09–0:10.5
Graceful spin and landing.
Camera: low-angle medium shot, slight push-in.
Action: Yunmei spins once in the air, then lands softly on one foot.
VFX: cloud burst under foot, subtle impact pulse, bells frozen mid-swing.
Motion arrows: one clean spin arc, downward landing arrow.

PANEL 08 — 0:10.5–0:12
Final hero pose.
Camera: low-angle medium close-up, 50mm, slow push-in.
Action: Yunmei stands peacefully, eyes closed, soft smile, one hand relaxed outward.
Environment: bright blue-white cloud crest halo behind her, misty arena fading into background.
VFX: blue halo glow, golden bell particles, soft bloom rim light.
End frame: strong readable hero silhouette.

VISUAL LEGEND:
Blue arrows = wind / energy direction.
Gold dots = bell particles.
White curved lines = cloud trails.
Black arrows = camera movement.
Dashed circle = camera orbit path.
Small overhead map inset = arena layout and character position.

IMPORTANT:
Storyboard should map the movement clearly so it can be animated later in Seedance.
Keep panels clean and readable.
Do not add subtitles, logos, UI, dialogue bubbles, game interface, extra characters, random props, or unrelated background details.
Do not change Yunmei’s outfit, hairstyle, colors, face, or proportions.
The final result should look like a professional previs storyboard / cinematic planning sheet, not a finished poster.