Create a 16:9 high-pressure close-combat cinematic storyboard sheet image: a production board for two fighters trading centerline traps and circular counters in one training hall, communicating guard pressure, redirection, impact origin, spirit release, and collapse through camera angle, shot scale, pose, screen direction, and geography. Do not render bracketed section labels as text.
[HEADER]
Production-board header: scene-aware typography, thin rules, clear hierarchy; graphic treatment stays outside panels. Exactly these two quoted lines and no other header text:
"CENTERLINE ECHO"
"Eight burst frames drive one palm through a broken guard"
[BOARD]
Exact grid: 4 columns x 2 rows, filled in P## order left-to-right, top-to-bottom; never add empty frames or extra panels. Every panel is a strict 16:9 landscape rectangle, width exactly 1.78x height, all 8 panels identical; no mixed ratios. The sheet canvas keeps the 16:9 ratio stated above; leftover space becomes header and margins. Panel headers exactly `P## / shot tag / beat name`. One panel per BEATS entry.
[STYLE]
Bright clay-model 3D previs panels: untextured blockout models in matte pale clay, soft white and light warm gray only, on a light background. High-key viewport lighting, soft shadows, gentle ambient occlusion. Unfinished but spatially convincing, with anchors for pose, contact, direction, and result. Characters are blank mannequins with featureless heads; no facial detail or reference likeness. Effects are neutral marks attached to origins: short trails, contact bursts, dust rings, floor streaks, shockwave rings, and one spirit-shaped outline, never props. Locked signatures: lead fighter is lightest, slim, high hair block, layered long-coat volume; opposing monk figure is one step grayer, broad and heavy, rounded head blocks, loose robe volume. No illustration, photorealism, saturated color, detailed textures, or polished VFX.
[REFERENCES]
Image A: lead fighter silhouette, high hair block, layered wardrobe volume, and forward martial stance only; exclusive to the lead fighter.
Image B: opposing monk figure silhouette, broad build, rounded head blocks, loose robe volume, and grounded stance only; exclusive to the opposing figure.
[CONTINUITY]
Same lead fighter, opposing monk figure, floor lane, pillars, hanging strips, effect origins, screen direction, and hall geography across panels; a pinned, blocked, struck, collapsing, or marked role is the same one continuing, never an extra copy. Each panel is one frozen instant: one pose/state per role, no before/after wording. Every count-sensitive panel shows exactly two fighter bodies; P07 also shows one spirit-shaped outline attached to the opposing figure's back as an effect, never as a third fighter. Lead fighter generally screen left moving screen right; opposing figure generally screen right resisting left.
[RULES]
Visible text: only the two quoted header lines and panel headers. Inside panels: no text, labels, arrows, icons, callouts, or annotations. Avoid logos, overlays, insets, extra panels, finished illustration, dense detail, panel color, duplicate or ghost figures, before-after copies, and effect marks resembling props, icons, or floating objects.
[BEATS]
Draw one storyboard panel per visual BEAT:
BEATS:
P01 / low lane pressure / guard already closed: floor-level wide from center lane; floor fills lower frame, lead fighter presses from screen left into opposing monk figure at screen right, pillars and hanging strips frame the lane, short forearm trails attach to first contact.
P02 / shoulder trap / centerline squeeze: tight over-shoulder medium close from behind opposing monk figure; lead fighter fills screen left foreground, one hand pins the opposing wrist across centerline, other fist points toward the chest, one contact burst attaches between trapped hands.
P03 / canted arc / counter sweep: canted side medium with slanted floor horizon; opposing monk figure turns a wide outside arm from screen right, lead fighter's straight arm redirects outward, one curved trail attaches to the sweeping forearm, one dust mark to pivot foot.
P04 / hand evidence / chain opening: extreme close insert on hands and chest line; lead fighter's palm presses the opposing guard downward, two compact fist blocks align through the center gap, small impact bursts attach to knuckles and forearms.
P05 / overhead geometry / footwork turn: bird's-eye wide showing floor lane and pillar bases; lead fighter stands in a tight triangular stance near center left, opposing monk figure circles outside at center right, one circular floor streak attaches to their foot path.
P06 / profile breach / inside line: compressed profile medium; lead fighter occupies screen left inside the opposing guard, one checking hand pins the outer arm, striking palm chambered near the opposing chest, delayed counter arm hangs behind the opposing shoulder.
P07 / chest impact / spirit rupture: low chest-impact close with strong foreshortening; lead fighter's palm contacts the opposing chest center, both bodies lock in one silhouette, one spirit-shaped outline erupts from the opposing back and one shockwave ring attaches to chest contact.
P08 / wide release / empty center: steady rear-wide from behind the collapsing opposing figure; lead fighter stands screen left with palm lowered, opposing monk figure folds toward floor at screen right, small settling rings attach to chest and floor contact, central lane opens between pillars.
Seedance 2.0 Prompt:
@[storyboard] is the storyboard blueprint of this video - recreate it shot for shot. Each P## beat matches its panel for camera angle, shot scale, framing, staging, screen position, and direction. Ignore clay-previs style, blank mannequins, borders, and stray marks. Render full color/detail in the style below; written beats and mapped references define all identity.
Additional references define only final appearance, never layout or staging. Use @[char1] as the sole source of C1's final appearance and @[char2] as the sole source of C2's final appearance.
VISUAL MEDIUM: Cinematic 3D realism with stylized martial-arts energy, detailed skin, fur, cloth weight, and feature-film finish.
MOTION LANGUAGE: Explosive close-quarters kung fu: Wing Chun centerline pressure, trapping hands, circular redirects, real body weight, cloth lag, and one brief P07 impact speed ramp.
VISUAL EFFECTS: Limb-attached aura only: violet surges, gold flares, teal pulses, crimson bursts, shockwave ripples, glowing dust, drifting particles, and one luminous spirit silhouette in light haze.
CINEMATOGRAPHY: Low-key practical-lit training hall, saturated heightened color, warm/cool tension, wide immersive lens feel, readable full-body geometry, fast tracking, sharp push-ins, lateral whips.
AUDIO: No background music. Breath, foot slides, cloth snaps, palm cracks, aura crackle, floor impacts, debris ticks, one chest-hit thunderclap at P07, then hard silence.
ENVIRONMENT: Worn night training hall: stone floor, two pillar rows, hanging cloth strips, open center lane, suspended dust.
EMOTIONAL GUIDANCE: C1 advances with compact precision; C2 widens the fight with heavier circular power until the guard breach freezes both bodies.
RHYTHM + ESCALATION: Hard cuts accelerate through P01-P06, P07 slows for one brutal contact, and P08 holds the empty release.
BEATS:
P01: Low floor-level wide from the center lane, floor filling the lower frame as C1, the slim long-haired robed hero, drives screen left to right into C2, the broad monk opponent, blocking from screen right; forearm bands are aura trails, not objects.
P02: Tight over-C2-shoulder medium close, C1 crowds the lens, pins C2's wrist across centerline, and snaps her other fist toward his chest; violet and gold energy wraps the trapped wrist and punch path from the skin contact.
P03: Canted side medium, C2 sweeps a wide circular deflection from screen right, turning C1's straight punch outward while stepping around her lead foot; teal and crimson arcs tear from forearm and heel pivot as shockwave dust skims the floor.
P04: Extreme close insert on hands and sternum line, C1 slaps C2's guard down and threads two chain punches through the gap; small aura bursts pop from knuckles and forearms, with cloth fibers and dust kicked loose.
P05: Bird's-eye wide, C1 steps inside the circle in a tight triangular stance near center left while C2 swings a heavy arm outside at center right; the circular floor streak is displaced dust and aura drag from footwork.
P06: Compressed profile medium, C1 is inside C2's guard at screen left, one checking hand pinning the outer arm while her striking palm chambers near C2's chest; C2's late counter hangs behind his shoulder, with small teal and gold currents between wrists.
P07: Low chest-impact close, C1 plants the decisive palm strike into C2's chest, bodies locked in silhouette; one luminous spirit silhouette erupts from C2's back as an impact-attached energy event, and multicolor shockwaves fold outward as his body freezes.
P08: Steady rear-wide release from behind C2's collapsing body, C1 stands screen left with palm lowered as C2 folds toward the stone floor at screen right; the spirit shape is gone, leaving fading particles, dust rings, settling cloth, and silence.