Create a 16:9 night mountain army-run cinematic storyboard sheet image.
[SUBJECT]
A modern-minimal production board for Raya already sprinting uphill through a vast army, cutting individual enemies inside the packed crowd with one jian. Show unbroken army density, uphill direction, separate contacts, red trails, petal vanish effects instead of blood, burst-cut staging, and the final supernatural general strike.
[HEADER]
Design an artistic production-board header with thin readable rules, clear hierarchy, generous spacing, and restrained graphic treatment outside panel interiors only.
The header must contain exactly these two quoted lines:
"Petals Toward Summit"
"One white runner cuts enemy after enemy; three generals fall in one petal flash."
[BOARD STRUCTURE]
Use AUTO layout with 12 panels.
Use compact panel headers exactly in this format: `P## / shot tag / beat name`.
Draw one panel per BEATS entry, preserve P## order, and keep each panel to one clear visual action beat.
[VISUAL STYLE]
Panel interiors are silent visual-reference thumbnails: open-outline silhouettes, thin medium-light graphite linework, white paper, broad negative space, and only anchors needed to read pose, contact, screen direction, crowd mass, and spatial result.
Silhouettes show only outer body-mass and limb contours, with no face, clothing detail, texture, or character-design finish. Use restrained color only for red trails, petal effects, and moon/summit light cues. No blood, gore, gray wash, toning, modeling, or shaded fill.
[REFERENCES]
Image A: C1 gross height, body mass, hair mass, robe/coat block, jian silhouette, and calm red-accent attitude only.
[CONTINUITY]
Keep C1 identity, one jian S1, uphill direction, switchback path, cliff left, rock wall right, summit gate, red trail origin, petal vanish state, and army-mass geography consistent.
Treat the army as dense silhouette bands plus readable foreground soldiers. The crowd stays packed around C1; struck enemies become petal traces inside the same mass, not an opened road, extra soldiers, or duplicate bodies.
Each panel is one frozen instant: one pose/state per C#/object; avoid before/after wording.
[COUNT LOCK]
C1 appears once and carries exactly one S1 jian. A1 represents ten thousand enemies through solid crowd bands, not ten thousand drawn figures. G1-G3 are three summit generals at the gate only.
Foreground enemies may appear as small groups E1-E5 per panel. Each visible struck enemy needs its own separate contact dash and petal burst; do not make one wide slash erase a group.
[TEXT RULES]
Visible text: only the two quoted header lines and compact panel headers. Do not render section labels.
[CONSTRAINTS]
Avoid logos, watermarks, overlays, extra panels, insets, finished illustration, dense facial detail, duplicate/ghost C1, before-after copies, gore, labels, arrows, captions, or reference inserts.
[BEATS]
Draw one storyboard panel per visual BEAT:
BEATS:
P01 / low root burst / three contacts: low ground close-wide beside C1's feet; C1 runs uphill left-to-right, three front silhouettes each have a separate S1 red contact dash, and three separate flower-petal bursts sit behind them.
P02 / flash sidewall / target chain: compressed medium-wide inside a crowded path; C1 leans forward through center, three shield silhouettes each show a distinct S1 red diagonal, petal traces sit in C1's wake, upper silhouettes press close ahead.
P03 / blade insert / hand marks: tight insert on weapon hands and elbows; S1 makes three small red contact marks on three separate attackers, each marked body replaced by a compact petal burst.
P04 / top-down impact / hairpin crush: overhead wide of a hairpin turn; C1 occupies center seam, separate S1 red arcs touch adjacent silhouettes around C1, petal clouds mark individual struck bodies on both sides.
P05 / banner whip / near cuts: close-medium through foreground spear and banner shapes; C1 ducks under crossed weapons, two near silhouettes show separate S1 red contact marks, large petal shapes replace those bodies.
P06 / canted shield / body mass: canted close side view; C1 drives shoulder-first through packed shields, S1 shows two separate red torso marks, petal bursts stay inside the dense crowd.
P07 / flash zigzag / army shear: long uphill view toward the summit gate; A1 packs foreground to background, one C1 shape anchors center, one red zigzag trail crosses the army mass, and separate petal bursts mark many struck bodies.
P08 / ground evidence / step vanish: low insert on stone steps; C1 foot lands between petal traces, S1 touches one knee guard and one helmet edge, two fresh petal bursts replace two soldiers.
P09 / low gate pressure / last guards: low uphill medium-wide near the gate; G1-G3 stand beyond a final guard wave, C1 cuts three front guards one by one, each with a separate red dash and petal burst.
P10 / static threshold / generals wait: frontal gate medium-wide; G1 center, G2 left, G3 right hold the threshold, C1 crouches below them with S1 drawn back and a red aura-like trail gathered at the blade.
P11 / white flash / general sever: low near-summit medium-wide; one S1 red horizontal line crosses G1-G3 neck lines, and three helmeted head silhouettes separate into flower-petal bursts.
P12 / rear release / peak reached: high rear wide from below the summit; C1 moves into the open gate with S1 lowered, G1-G3 appear as three larger petal crowns, and the mountain below is packed with individual fading petal traces.
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Seedance 2.0 Prompt:
Use @[storyboard ref] only as the visual-anchor storyboard for shot order, camera angle, framing, pose, blocking, screen direction, composition, blade/effect states, army density, and summit geography. Follow the panels exactly; do not render the sheet or add events outside this prompt.
Use aggressive hard cuts, burst cuts, flash cuts, whip cuts, and impact inserts. Keep geography consistent across cuts: uphill direction, packed army mass, cliff left, rock wall right, summit gate above.
Use @[char ref] as sole authority for C1 Raya's final appearance, face, body, wardrobe, proportions, materials, jian design, and likeness; C1 carries exactly one jian throughout.
VISUAL STYLE: 3D stylized, cinematic anime action at night on a mountain ridge, low-key moonlight, cold mist, white robe against black army silhouettes, airborne red jian trails, flower-petal vanish effects instead of blood, no gore. Deep focus keeps army scale readable; foreground action reads as one enemy cut at a time with sakuga bursts and flash-frame impacts.
AUDIO: No music. Use wind, gravel footfalls, robe snaps, crowd movement, jian air-slices, shield clacks, petal flutters, vanish whooshes, and sudden silence at impacts.
ENVIRONMENT: Night mountain switchback toward a summit gate; cliff left, rock wall right, banners, mist, and countless silhouettes filling the slopes.
EMOTIONAL GUIDANCE: C1 never stops climbing; each individual strike creates one petal burst inside the still-packed crowd.
RHYTHM + ESCALATION: Start mid-run, cut target-to-target in burst flashes, climb into a summit pressure hold, peak with one supernatural gate strike, release into petal traces below.
BEATS:
P01: Burst cut to low feet and blade inserts as C1 launches uphill left-to-right; three front soldiers are hit one by one, each contact a separate red dash and petal vanish.
P02: Flash-cut medium shots inside a compressed enemy wall; C1 picks shield, throat guard, and raised blade targets in order, each enemy blooming into petals.
P03: Tight blade insert through elbows and weapon hands; S1 makes three small red contact marks across three separate attackers, petals replacing each struck body.
P04: Smash cut overhead on a hairpin turn; C1 forces through the center crush, separate red arcs touching adjacent soldiers around her body.
P05: Whip cut through foreground spears and banners; C1 slips under crossed weapons and makes single-target cuts at arm's length, nearest soldiers popping into large petals.
P06: Canted close side-impact; C1 shoulder-checks through packed shields while S1 marks two separate torsos, petal bursts staying inside the dense body mass.
P07: Long-lens flash compression toward the gate; C1 moves at flash speed in a violent zigzag through the packed army, many red contact flashes cutting soldiers across the whole mass without clearing the crowd.
P08: Ground insert on stone steps; C1's foot lands between fallen petal traces as S1 taps a knee guard and helmet edge, two more soldiers vanish.
P09: Low uphill pressure near the gate; G1-G3 stand beyond a final soldier wave, while C1 cuts three last guards one by one in front of them.
P10: Flash hold on the generals; G1 center, G2 left, G3 right fill the gate line, C1 crouches below them with S1 drawn back and a red aura-like trail gathering.
P11: Flash-white power cut; one impossible jian draw sends a single red horizontal line across G1-G3 neck lines, their helmeted heads separating cleanly into flower-petal bursts with no blood or gore.
P12: Rear high release from below the summit; C1 enters the moonlit gate with single jian lowered, G1-G3 vanish as larger petal crowns, and the mountain below is packed with countless individual petal traces.