Cavalry Charge Generator
Default:
- Model: H3-Base-FL2VA
- Mode: I2VA (reference image first); T2VA fallback supported
- Duration: 7s
- Aspect ratio: 16:9
- Primary Motion Owner: the charging cavalry mass
- Tempo: Energetic — full-speed, real-time; slow motion prohibited for the subject
Reference-First Workflow(参考图路线,推荐)
优选 I2VA:先用图像生成模型产出首帧参考图(见 references/prompt-library.md 的 P-IMG),
再让 H3 按图动起来——冲锋构图、逆光剪影与焦土质感由图保底,文字只负责速度与镜头。
- 按 P-IMG 的构图要求生成 16:9 参考图(低机位、前排持矛骑士占中下 1/3、右侧 1/3 尘墙、金色逆光)。
- 用 P1-I2VA 模板生成 7s 视频;首帧必须与图同构图、同质感。
- 没有图像生成条件时,降级 P2-T2VA 纯文字模板(结果取决于文字质感,非首选)。
Global Motion Principles
These rules override decorative cinematic language. This Skill's whole identity is speed.
Motion Ownership
The cavalry mass owns all primary motion: the charge, the dust wall, the sand-spray under hooves. The camera chases; dust, light and heat haze accompany — they never replace the charge.
If the horses never visibly gallop at full speed with jarring impacts, the generation fails even if the shot is beautiful.
The Speed Rule
- No slow motion for the subject — ever. Prefer explicit language:
The cavalry charges at full gallop, natural real-time speed, hooves hammering the ground.
- At least two acceleration events: the charge building from the dust horizon, and the pass-by burst where the front rank overtakes the camera.
- Exactly one Impact peak (the pass-by / dust-wall swallow at 70–90% of the clip).
- Terrain, armor, and horse anatomy stay physically coherent at speed — no sliding, no float.
Camera
One camera behavior over a locked establish:
- Locked low establish — the camera holds low and still at ground level while the charge grows in frame (first ~3s); scale is read from the subject, not the lens.
- One dominant camera behavior — a single ground-level lateral track at saddle height, triggered when the front rank reaches mid-plain, moving slower than the charge so the riders keep growing in frame; locked focus on the front rank through the pass-by peak. No whip-pans, no head-on insert, no vertical moves, no pushes — never run a camera move chain.
- Grounding kit (anti-float) — gallop renders as glide when the ground has no handles. Always anchor: ① coarse foreground grain streaking past the bottom of the frame pins speed to the ground; ② explicit hoof-landing + sand-kick per stride; ③ handheld camera jolt riding the hoofbeats; ④ camera never floats — ankle/saddle height only; ⑤ long ground shadows / silhouetted dust backlit by the low sun. No beat exists without at least two of these.
The charge reads everything: scale growth, foreground scroll, the pass-by peak. The camera never rises and never sweeps; the locked early beats make the pass-by land.
Texture & Scale Requirements (the epic look)
- Dust as a character: one dust system (sand-spray plumes, rolling dust wall, ember-lit haze) with visible motion.
- Low golden backlight: silhouetted riders, rim-lit helmets, sand glowing in the light.
- Two surface details minimum: armor wear (scratches, rivets), weapon glint, horse muscle ripple, banner cloth tearing.
- Atmosphere stack: background dust wall + mid-ground rolling haze + foreground sand-spray; at least two layers respond to the charge.
- One color temperature (scorched gold / ash-silver / ember night) plus one light accent (torch flicker / moon edge / sun flare).
Prompt Structure
Official three-field layout (see h3-prompt-writing):
integrated_multimodal_description: [Shot 1] <stationary low wide, charge grows from the haze> <scale fills frame, foreground grain scrolls> <one lateral track, slower than the charge, locked focus> <peak 70%: pass-by silhouette> <streams away right, dust settles> — time brackets per beat.
overall_soundscape: <thunder of hooves in waves> + <metal clatter, banner snap> + <low war-horn at the peak>.
non_diegetic_music: <driving percussion and low brass> accelerating to the pass-by, cutting into a low rumble on the wide reset.
Rules:
- One continuous shot — no cuts, no montage, no grid, no text overlays.
- English body copy. Time brackets per beat.
- The Impact peak gets the strongest verb; the pass-by is a single burst, not a repeated trope.
- Never exceed 7s; dust-settle lands in the final second.
Acceptance Checklist
Canonical Demo
Runnable now — see references/prompt-library.md P1 (Golden Dust Charge). One more variant (Ember Night Charge) is listed there; swap material slots only. Do not change structure, field order, or labels.
1---2name: cavalry-charge-generator3description: Create cinematic 7-second MiniMax H3 text-to-video clips of full-speed cavalry charges across dust-scoured plains. Every beat runs at natural real-time speed or faster — no slow motion; the camera presses low through the dust wall alongside the charge. Dust, armor, sand-spray and low golden backlight carry the epic texture. T2VA only, no reference material needed.4---56# Cavalry Charge Generator78Default:9- Model: H3-Base-FL2VA10- Mode: I2VA (reference image first); T2VA fallback supported11- Duration: 7s12- Aspect ratio: 16:913- Primary Motion Owner: the charging cavalry mass14- Tempo: Energetic — full-speed, real-time; slow motion prohibited for the subject1516## Reference-First Workflow(参考图路线,推荐)1718优选 **I2VA**:先用图像生成模型产出首帧参考图(见 `references/prompt-library.md` 的 P-IMG),19再让 H3 按图动起来——冲锋构图、逆光剪影与焦土质感由图保底,文字只负责速度与镜头。20211. 按 P-IMG 的构图要求生成 16:9 参考图(低机位、前排持矛骑士占中下 1/3、右侧 1/3 尘墙、金色逆光)。222. 用 P1-I2VA 模板生成 7s 视频;首帧必须与图同构图、同质感。233. 没有图像生成条件时,降级 P2-T2VA 纯文字模板(结果取决于文字质感,非首选)。242526## Global Motion Principles2728These rules override decorative cinematic language. This Skill's whole identity is speed.2930### Motion Ownership3132The cavalry mass owns all primary motion: the charge, the dust wall, the sand-spray under hooves. The camera chases; dust, light and heat haze accompany — they never replace the charge.3334If the horses never visibly gallop at full speed with jarring impacts, the generation fails even if the shot is beautiful.3536### The Speed Rule3738- **No slow motion for the subject — ever.** Prefer explicit language: `The cavalry charges at full gallop, natural real-time speed, hooves hammering the ground.`39- At least two acceleration events: the charge building from the dust horizon, and the pass-by burst where the front rank overtakes the camera.40- Exactly one Impact peak (the pass-by / dust-wall swallow at 70–90% of the clip).41- Terrain, armor, and horse anatomy stay physically coherent at speed — no sliding, no float.4243### Camera4445One camera behavior over a locked establish:46471. **Locked low establish** — the camera holds low and still at ground level while the charge grows in frame (first ~3s); scale is read from the subject, not the lens.482. **One dominant camera behavior** — a single ground-level lateral track at saddle height, triggered when the front rank reaches mid-plain, moving slower than the charge so the riders keep growing in frame; locked focus on the front rank through the pass-by peak. No whip-pans, no head-on insert, no vertical moves, no pushes — never run a camera move chain.493. **Grounding kit (anti-float)** — gallop renders as glide when the ground has no handles. Always anchor: ① coarse foreground grain streaking past the bottom of the frame pins speed to the ground; ② explicit hoof-landing + sand-kick per stride; ③ handheld camera jolt riding the hoofbeats; ④ camera never floats — ankle/saddle height only; ⑤ long ground shadows / silhouetted dust backlit by the low sun. No beat exists without at least two of these.5051The charge reads everything: scale growth, foreground scroll, the pass-by peak. The camera never rises and never sweeps; the locked early beats make the pass-by land.5253## Texture & Scale Requirements (the epic look)5455- **Dust as a character**: one dust system (sand-spray plumes, rolling dust wall, ember-lit haze) with visible motion.56- **Low golden backlight**: silhouetted riders, rim-lit helmets, sand glowing in the light.57- **Two surface details minimum**: armor wear (scratches, rivets), weapon glint, horse muscle ripple, banner cloth tearing.58- **Atmosphere stack**: background dust wall + mid-ground rolling haze + foreground sand-spray; at least two layers respond to the charge.59- **One color temperature** (scorched gold / ash-silver / ember night) plus one light accent (torch flicker / moon edge / sun flare).6061## Prompt Structure6263Official three-field layout (see `h3-prompt-writing`):6465```text66integrated_multimodal_description: [Shot 1] <stationary low wide, charge grows from the haze> <scale fills frame, foreground grain scrolls> <one lateral track, slower than the charge, locked focus> <peak 70%: pass-by silhouette> <streams away right, dust settles> — time brackets per beat.6768overall_soundscape: <thunder of hooves in waves> + <metal clatter, banner snap> + <low war-horn at the peak>.6970non_diegetic_music: <driving percussion and low brass> accelerating to the pass-by, cutting into a low rumble on the wide reset.71```7273Rules:74- One continuous shot — no cuts, no montage, no grid, no text overlays.75- English body copy. Time brackets per beat.76- The Impact peak gets the strongest verb; the pass-by is a single burst, not a repeated trope.77- Never exceed 7s; dust-settle lands in the final second.7879## Acceptance Checklist8081- [x] First second: locked low establish, charge growing in frame from the dust horizon82- [x] Full-gallop real-time speed with visible acceleration; no subject slow motion83- [x] One Impact peak (~70%): front rank thunders past the lens in silhouette84- [x] Low golden backlight: rim-lit riders, glowing sand85- [x] Two or more surface details visible in light86- [x] At least two dust/atmosphere layers respond to the charge87- [x] One color temperature + one light accent88- [x] No cuts; single 16:9 7s clip; physically coherent gallop8990## Canonical Demo9192Runnable now — see `references/prompt-library.md` P1 (Golden Dust Charge). One more variant (Ember Night Charge) is listed there; swap material slots only. Do not change structure, field order, or labels.