从文字或图像生成3D模型,并与目录素材搭配使用。在Blender中检查形状、材质、大小和接地情况,记录生成条件、来源及费用,再将素材加入场景。
- 根据文字生成独特的3D道具
- 将概念图中的物体转为3D模型
- 用目录中的植被和岩石填充背景
为ByteDance Seedance 2.5整理参考素材与逐镜头提示词,生成4至30秒且带同步音频的视频,并明确保持人物外观、位置关系和场景一致的条件。
Generate 4-30 second cinematic video with ByteDance Seedance 2.5 through fal.ai, Volcengine Ark, Runway, or ComfyUI Partner Nodes. Use for long single generations, synchronized audio, and large multimodal reference sets (up to 30 images, 10 videos, and 10 audio clips). Also covers the 2.5 prompt contract: section order, multi-shot "Hard cut" breakdown, named locks for continuity across cuts, the asset and character-sheet method, voice conditioning, and iteration discipline.
此技能为ByteDance Seedance 2.5整理参考素材和提示词,用于生成4至30秒且带同步音频的视频。依次梳理风格、人物、地点、起始位置、镜头安排、摄影机、照明和音频,并明确保持人物外观与画面位置关系的条件。最多可参考30张图像、10段视频和10段音频,还涉及人物设定资料、声音指定及生成后的修改方法。
适合需要在多个镜头间保持人物和地点一致的短视频。也适合从素材选择开始规划,或每轮试作只改变一处、比较结果后继续完善的情况。
通过OpenMontage工具使用fal.ai、Volcengine Ark、Runway或ComfyUI Partner Nodes。这些均为付费外部服务,支持480p和720p;通过ComfyUI使用也不是离线运行。参考视频与音频的总时长上限因提供商而异,Runway的上限为30秒。
本介绍由 AI(OpenAI Codex)根据公开的 SKILL.md 撰写。准确的规格请查看下方原文。
AI 仅根据 SKILL.md 的内容,从 4 个方面进行了评估。星标数和热度不计入评估。
总分按每项 A=25 分、B=15 分、C=5 分相加。 由 AI(OpenAI Codex)于 2026年10月23日 评估。仅供参考,安装前请同时查看原文。
安装前可以查看交给 AI 代理的指令内容。
Seedance 2.5 extends the Seedance 2 family to 4–30 second 480p/720p clips and larger multimodal reference sets. It is hosted; there are no local model weights in OpenMontage.
| Route | Tool call | Notes |
|---|---|---|
| fal.ai | seedance_video, model_version: "2.5" | T2V, I2V, and reference-to-video |
| Volcengine Ark | seedance_ark, model: "2.5" | First-party model ID doubao-seedance-2-5-260628; custom token price required for cost estimates |
| Runway | runway_video, model: "seedance2_5" | T2V, I2V, V2V; 480p/720p |
| ComfyUI Partner Node | comfyui_video, model_family: "seedance_2.5" | Hosted and paid despite running in a ComfyUI graph |
Do not invent a Replicate, HeyGen, or Higgsfield identifier when their current public API schema does not list Seedance 2.5.
Resolution note. The supported routes above expose 480p and 720p. The model generates 1080p natively on the vendor's own web platform, which is not an OpenMontage route. If a vendor blog cites 1080p or 4K, check which surface it means before promising it in a pipeline.
Reference inputs are provider-specific. fal.ai uses image_urls, video_urls,
and audio_urls internally. Runway uses references, referenceVideos, and
referenceAudio. Ark uses typed content entries with roles. Always call the
OpenMontage tool instead of constructing a provider payload manually.
50 assets is a ceiling to use deliberately, not to max out. A cluttered reference set with competing faces, props, and locations produces a less coherent result than a smaller, chosen one. Rule: one reference per element that must stay consistent — a face, a product, a location, a style.
Lead with the shot structure, then subject, action, camera, lighting, and audio. For multi-shot work, give each beat an explicit time range and use quoted text for dialogue. Reference each supplied asset by a stable role in the prompt. Thirty seconds is a ceiling, not a target: use a shorter generation when the scene has only one meaningful action.
One continuous block of text, broken into labeled sections. Skipping a section does not degrade the output generally — it breaks it in a specific, predictable way.
GLOBAL STYLE
Genre, color grade, film stock or digital look, aspect ratio, shutter behavior,
and anything that must not appear. Everything below must match this.
SCENE
A one-line logline: what happens, where, in what mood.
CHARACTERS
Face, hair, build, wardrobe. If a reference covers this, just name which
reference is which character.
LOCATION
The space and its props, separate from the people in it. A vague location is
the single most common reason a multi-shot sequence drifts between cuts.
FIRST FRAME AND BLOCKING
Exact starting positions: who is where, facing which direction, as the clip
opens. Something fixed before any motion starts.
Shot 1: [shot type] [action in one or two sentences]. Hard cut.
Shot 2: [...]. Hard cut.
Shot 3: [...].
Pacing is built here. State camera distance and framing per shot: vague
transitions are the most common cause of a sequence collapsing.
OPTICS / CAMERA
Focal length, camera height, handheld or dolly or crane, per shot.
PHYSICS
Fabric, smoke, hair, liquid. Anything that would look wrong moving like a solid.
LIGHTING
Where the light is motivated from, its direction, how it falls on faces.
AUDIO
Ambience, specific effects, and what must not be heard. Default:
"No music, no discernible dialogue", unless the scene needs otherwise.
The shape working prompts share: one visual rule at the top, one sound rule at the bottom, everything in between broken into shots. CHARACTERS can be short when a reference does that work; keep GLOBAL STYLE, the shot breakdown, and AUDIO regardless.
On vendor web platforms these are UI selectors, and changing genre alone shifts pacing,
contrast, and camera behavior with the scene description held identical. The API routes
above expose no such selectors, so on OpenMontage tool calls that intent has to be
written into GLOBAL STYLE and LIGHTING explicitly — genre, decade, grain and color
response, light source and its angle, and the emotional register. Leaving them implicit is
the difference between a shot that reads as noir and one that is merely dark.
Constraints do not belong in a trailing negative prompt. They go in named blocks, usually phrased positively, stating what holds.
| Lock | What it solves |
|---|---|
FIRST FRAME AND SPATIAL BLOCKING | Positions as x/y percentages of frame, plus the reverse-angle note: when the camera crosses, who ends up on which side, so they never swap |
SCREEN DIRECTION | The axis. "Sea always screen-right, dune line always screen-left, never reverses" |
LENS LOCK | One focal per segment in degrees of diagonal field of view: 84° wide, 47° normal, 29° portrait, 18° telephoto. Plus "no lens drift mid-segment" |
SINGLE-LENS LOCK | One focal for the whole piece; framing changes because the operator walks. This is what reads as documentary |
COUNT LOCK | "Exactly four, never five, no background double, no mirror or reflection showing an extra copy" |
STILLNESS LOCK | The list of what does not happen: nobody stands, nobody hugs, no hand leaves the blanket |
POSITIVE LOCKS | Closing block restating in positive terms what holds across cuts |
IDENTITY / NO-IP LOCK | "A wholly original, invented face." No logos, no readable text, no recognizable melody |
State monotonicity. The cheapest continuity trick available: states only advance, never reset. Wetness only accumulates. The cookie only shrinks — whole, bitten, two halves, finished — and never regrows. Writing the progression shot by shot stops the model from cleaning up your character on the next cut.
One grammar per action. When an action repeats, define one way to perform it and forbid the rest, then close the list: exactly five sword actions in the piece, each with its timestamp. Same for slow motion — allow-list it to named moments and nowhere else.
Event tracks. Write ambient elements as a timestamped event list rather than as texture: each wave with its second and its spray height as a percentage of frame, at irregular intervals. Works for sea, wind, rain, traffic, and crowds.
Substitute, don't only forbid. If you forbid something, supply the concrete replacement. "No blood" is weak; "the cut edge glows orange, sparks blow out, the body crumbles to ash" is enforceable.
The piece is won or lost here, before any video generates.
Character sheet: three plates, face on only one. Full body front with the face removed, full body back, and a 3/4 close-up carrying the face in two versions, smiling and neutral. The face is stripped from the full-body plates because in a wide shot it is small and blurry and the model copies that blur; if the only face in the set is a sharp close-up, that is the one it uses. Without the smiling version the model invents teeth.
One asset per state. Variations are split into separate assets rather than noted in the prompt: clean jacket, soaked, and bloodied. Splitting is cheaper than arguing.
The rule of 10. Before accepting an asset, generate it ten times across different poses and lighting. It must stay recognizable all ten.
Locations. Do not generate a head-on still. Generate a video of the empty space with the camera moving slowly, then derive the other sides of the room from that footage. A still gives you a wall; a slow travelling gives you geometry.
Voice is a conditioning sentence, not an asset. Write it once with accent, tempo, and manner, then paste it verbatim — without changing a word — every time that character speaks. Rewording widens the sampling range and destabilizes the voice.
Write accent phonetically, describing what the mouth does rather than where the speaker is
from: th going to f and v, dropped h, glottal t, -ing to -in'.
Keep audio tracks separate. Never voice and music in the same reference clip.
| Failure | Workaround |
|---|---|
| Singing | Pre-record the track, cut it into 12-second files, and label each THE TRACK THEY ARE PERFORMING. The label states the audio's role in the scene; audio guide, for sync only is technically accurate and produces nothing usable |
| Sustained physical contact | Fights and two bodies in constant contact. Shoot the reference on a phone and pass it as a motion reference; cheaper than twenty iterations |
| Multi-character scenes | The hardest category. The more faces in one shot, the more reference material each needs to avoid drifting into a generic face by the third or fourth cut |
Past 30 seconds, extend the previous clip or pass it as a video reference plus a description of what comes next — the second route also lets you introduce new characters or objects at the seam. Avoid vendor "long video" options that stitch several generations from one short prompt: there is not enough detail available for the runtime.
For a single wrong element, edit rather than regenerate, stating what changes and what holds:
Around the 2-second mark, change only [X] from [before] to [after].
Keep the characters, movement, camera, lighting, composition and timing unchanged.
A repaired frame can also be passed as a start image for a short replacement segment. Note the tension: a published 110-minute Seedance production banned starting frames throughout, so continuity was carried by the assets rather than by the previous take's last frame, which drags its own drift. Treat the start-image repair as a point fix, not as a continuity method.
All supported routes are paid. Confirm the exact provider/model before calling and review the result for identity continuity, cuts, lip sync, audio artifacts, and prompt adherence. ComfyUI Partner Nodes use prepaid Comfy credits and are not an offline fallback.
Iteration discipline that keeps that cost bounded:
reference/techniques.md — ten prompt archetypes, the settings
each used, why the combination works, and which technique each one introduces. Use it to
pick the closest archetype before writing from scratch.
The prompting method, lock patterns, and asset rules above are distilled from material the Higgsfield team published in August 2026 — an official Seedance 2.5 prompting guide of ten categories each tested across multiple generations, and the open-sourced production method of a 110-minute Seedance feature. No prompt from either source is reproduced verbatim; the technique is restated with original templates. Credit for the underlying work is theirs.
The route table, provider field names, and cost guidance in this file are OpenMontage's own and take precedence over anything a vendor blog implies about API availability.
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从文字或图像生成3D模型,并与目录素材搭配使用。在Blender中检查形状、材质、大小和接地情况,记录生成条件、来源及费用,再将素材加入场景。
使用ACE-Step 1.5生成视频背景音乐和带歌词的歌曲,可指定曲风、时长、速度与调性,也支持改编参考音频,以及从混合音频中分离人声或乐器。
使用ElevenLabs创建语音对话助手或角色,配置声音、应答规则、语言模型及外部工具,支持嵌入网站,并通过Twilio集成设置电话外呼。
根据文字描述或参考图片生成AI视频,并按用途和费用选择生成服务。支持设置画面比例、查看生成进度,以及通过Gemini Omni对话修改现有视频。
根据文字或参考图像生成AI视频,并按用途、可用服务和预算选择模型。可制作社交平台竖屏短片、让商品照片动起来,也可通过对话编辑已有片段。
通过Atlas Cloud使用多种模型生成和编辑图像与视频,只需一个API密钥,即可保存生成素材,以及所用模型、提交设置和预估费用等记录。