is the reference for the punch choreography only — a giant winding up…

Seedance 2.0·matvey T.·26 июля 2026 г.

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@video1 is the reference for the punch choreography only — a giant winding up and throwing a right-arm uppercut, rising in a fast arc toward the second giant's jaw. Match this exact motion, timing, and the extreme low-angle camera framing, but this is a full generation, not an edit — build the shot fresh rather than modifying the reference footage directly. Single continuous shot, 4 seconds, extreme low angle locked throughout, fast motion with a slow-motion hold at the moment of impact. Visual style: hyperrealistic, high-detail fractured rock texture, near-monochrome grey-black palette, hard directional overcast light, physically-based rendering, dust and stone debris suspended in the air, no color grading beyond grey/black tones. Setting: open pale grey sky as the entire backdrop, no ground or horizon visible, extreme upward-looking framing, one giant positioned on one side of frame, the second giant's head and shoulder visible on the other side. Action, matching @video1's choreography: the giant winds up with its right arm, drawing the massive rock-plated fist down and back low, coiling the shoulder and torso for power, then drives the fist upward in a fast rising uppercut arc toward the second giant's jaw, heavy motion blur streaking across the jagged stone knuckles as the fist rises. 0-1.5s: the giant coils back, right fist dropping low, torso twisting to load the punch, matching @video1's timing. 1.5-2.5s: the fist explodes upward in a fast rising arc, motion blur trailing behind the rock-plated arm as it swings up toward the second giant's jaw, matching @video1's speed and path. 2.5-4s: motion drops into extreme slow-motion at the exact point of impact — the uppercut connects under the second giant's jaw, its head snapping upward from the force, stone plates compressing and grinding at the point of contact, a sharp burst of shattered rock fragments and fine debris sprays upward and outward, catching the light as it scatters, small chips tumbling and drifting in the air as the shot ends. Camera: static extreme low-angle framing, no camera movement — all motion comes from the giants' limbs and bodies. Ambient sound: a low grinding creak as the arm winds up, a fast rushing swing, a heavy grinding impact as the uppercut connects, a burst of shattering rock, small debris clattering as it falls, no music, no dialogue.

Сделано на модели Seedance 2.0. Скопируй промпт, поменяй под себя и запусти — попробовать бесплатно.

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