Add H3 prompt set specification beside Chris workflow
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# MiniMax H3 Prompt Set Specification
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## 1. Purpose
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This specification defines the standard structure for creating MiniMax
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H3 video prompt sets.
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The format is designed around a practical production workflow:
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1. Plan the complete sequence.
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2. Define and create any required character, clothing, environment,
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prop, vehicle, or object references.
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3. Allocate the available reference-image slots.
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4. Create the Global Prompt.
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5. Generate the initial video.
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6. Feed the initial video into a chained JSON extension loop.
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7. Carry forward continuity state explicitly between generated blocks.
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The final deliverable should always be **tight, clearly sectioned,
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actionable, and copy-ready**.
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------------------------------------------------------------------------
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## 2. Core Generation Model
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### 2.1 Initial Video + Extension Chain
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A prompt set consists of:
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- An **Initial Video Prompt**
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- A **Global Prompt**
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- A sequence of JSON-defined video extensions
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The initial generated video is fed into the first JSON extension. Each
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generated extension is then fed into the next.
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Although the finished clips are stitched to appear as one continuous
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sequence, **each generation block has no semantic memory of earlier
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prompts**.
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Therefore:
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- The incoming video provides visual/start-frame continuity.
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- The current prompt must provide semantic and state continuity.
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- Persistent changes must be explicitly restated in later sections.
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### 2.2 Duration
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- **10 seconds is the maximum duration of a single generated block.**
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- Sections do **not** have to be 10 seconds long.
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- Duration should match the natural length of the story beat.
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- Short reactions, reveals, transitions, or simple actions may use
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shorter blocks.
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- The workflow supports a custom per-section duration field.
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- The exact JSON property for per-section duration is **TBD** and
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should not be invented until supplied.
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### 2.3 Steps
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Default:
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```json
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"steps": 8
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```
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------------------------------------------------------------------------
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## 3. Reference Image System
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MiniMax H3 supports a working bank of up to **7 reference-image slots**
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for this workflow.
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Reference allocation must be planned **before video generation**.
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### 3.1 Character References
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A consistent recurring character normally uses two images:
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1. Primary full-body reference
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2. Frontal facial reference
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Therefore:
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Consistent Characters Character Slots Used Slots Remaining
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----------------------- ---------------------- -----------------
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3 6 1
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2 4 3
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1 2 5
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The actual number of remaining slots depends on whether an environment
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reference is used.
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### 3.2 Maximum Consistent Characters
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- Maximum: **3 consistent recurring characters per prompt set**
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- Each normally receives a full-body and facial reference.
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- Additional incidental/background people may be generated when
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appropriate, but they should not be treated as persistent
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reference-driven characters unless explicitly planned.
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------------------------------------------------------------------------
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## 4. Environment Modes
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A prompt set can use either of two environment modes.
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### 4.1 Referenced Environment
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Use when:
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- Spatial consistency matters.
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- Characters interact with specific parts of the location.
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- The sequence is relatively long.
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- Fixed scene features are important to later actions.
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- A distinctive location must remain visually consistent.
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One image slot is assigned as the master environment reference.
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Example:
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```text
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<Picture 1> is the environment and master scene reference. Use it to establish the environment, spatial layout, lighting and overall scene.
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```
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The environment image must be designed around the **complete planned
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story**, not only the opening section.
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If section 8 requires a gate, table, doorway, counter, caravan,
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staircase, etc., that feature should already be represented
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appropriately in the environment reference where practical.
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### 4.2 Generated Environment
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Use when precise location consistency is not important, particularly
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for:
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- Short commercials
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- Spoof adverts
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- Short comedy sketches
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- Simple studio scenes
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- Quick standalone sequences
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- Scenes where the environment is secondary to
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characters/products/actions
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No environment reference image is required.
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Instead:
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- Describe the environment textually.
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- Establish the broad scene in the Global Prompt.
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- Add section-specific environmental details where required.
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- Use the freed image slot for another useful reference asset.
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------------------------------------------------------------------------
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## 5. Additional Reference Assets
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Unused image slots can be assigned to:
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- Products
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- Props
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- Vehicles
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- Important objects
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- Equipment
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- Creatures
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- Signs/graphics
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- Other persistent visual elements
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### 5.1 Composite Reference Images
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A single image may contain multiple assets.
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Example:
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```text
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<Picture 7> is a prop reference sheet containing:
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- the red holdall
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- the silver cassette recorder
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- the brass key
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Treat these as three separate persistent story objects and preserve the appearance of each whenever shown.
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```
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Composite references must be defined **before asset creation**.
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Every item should be:
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- Clearly visible
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- Visually separated where practical
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- Explicitly named in the Global Prompt/reference mapping
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------------------------------------------------------------------------
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## 6. Character Definition
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Character planning should remain minimal during pre-production.
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The purpose is to select an appropriate reusable character from the
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character bank and prepare their clothing.
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Define only what is needed, such as:
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- Name
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- Approximate age, when relevant
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- Gender/presentation, when relevant
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- Very brief story role
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- Physical characteristics only when critical to the story
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Do **not** unnecessarily define:
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- Race/ethnicity
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- Hairstyle
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- Body type
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These should normally remain open so an appropriate existing character
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can be selected.
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Character personality, relationships, mannerisms, accent, behaviour, and
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performance direction belong primarily in the **Global Prompt**.
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------------------------------------------------------------------------
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## 7. Character Clothing Creation
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Each recurring character should receive a highly descriptive re-clothing
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image prompt where new wardrobe is required.
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The clothing prompt should preserve the existing character identity
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while changing the wardrobe.
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Describe:
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- Upper-body garments
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- Lower-body garments
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- Outerwear
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- Footwear
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- Accessories
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- Materials
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- Textures
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- Colours
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- Fit
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- Layering
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- Condition/wear
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- Weather suitability
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- Story-specific details
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Avoid unnecessary physical identity descriptions.
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Clothing should suit:
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- Character role
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- Scene
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- Time period
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- Weather
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- Production style
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- Story requirements
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------------------------------------------------------------------------
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## 8. Global Prompt
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The Global Prompt provides the shared semantic context for the complete
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prompt set.
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It is currently required **twice** by the workflow because the workflow
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cannot automatically reuse the same value.
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The two copies must be identical.
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### 8.1 Global Prompt Contents
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Include, where applicable:
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- Broad environment/scene description
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- Reference-image mapping
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- Character identity mapping
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- Additional asset mapping
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- Composite-reference definitions
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- Character personality
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- Temperament
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- Relationships
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- Mannerisms
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- Behaviour
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- Voice/accent
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- Speaking style
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- Clothing identity
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- General continuity rules
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- Broad environmental behaviour
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- Universal acting constraints
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- Universal camera constraints
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- Production style
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### 8.2 Production Style
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The Global Prompt should state the **style type concisely**, for
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example:
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- Classic cinematic
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- Modern cinematic
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- 1990s sitcom
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- Found footage
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- Mockumentary
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- Documentary
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- Reality television
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- Commercial/advertising
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- Infomercial
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- Home video/camcorder
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- CCTV/surveillance
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- Crime drama
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- Horror
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- Thriller
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Do not overload the Global Prompt with detailed shot-by-shot
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cinematography.
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Example:
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```text
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Style: 1990s British sitcom with natural ensemble comedy and period-appropriate television presentation.
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```
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Specific camera instructions belong in individual video sections.
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------------------------------------------------------------------------
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## 9. Camera Direction
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Camera direction is defined primarily **per section**.
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Each section may specify:
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- Camera position
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- Camera height
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- Viewpoint
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- POV
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- Framing
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- Subject focus
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- Camera movement
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- Reveal
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- Transition
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- Immediate view change
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- Ending camera state
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### 9.1 Useful Camera Position Bank
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Available approaches include:
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- Eye-level
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- Chest-level
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- Waist-level
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- Ground-level
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- Low-angle
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- High-angle
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- Overhead/top-down
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- Elevated wide
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- Distant observer
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- Side profile
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- Three-quarter front
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- Three-quarter rear
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- Direct frontal
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- Direct rear
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- Two-shot
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- Three-shot
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- Over-the-shoulder
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- Reverse over-the-shoulder
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- Dirty single
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- Clean single
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- Profile two-shot
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- Across-table
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- End-of-table
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- Close follow
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- Shoulder follow
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- Side follow
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- Front-facing follow
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- Rear tracking
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- Tabletop
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- Floor camera
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- Dashboard
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- Back seat
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- Doorway
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- Window
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- Inside cupboard/fridge/container
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- Security camera
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- Hidden observer
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### 9.2 Framing
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Useful framing includes:
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- Extreme close-up
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- Close-up
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- Head-and-shoulders
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- Medium close-up
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- Medium shot
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- Medium-wide
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- Cowboy shot
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- Three-quarter body
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- Full body
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- Wide
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- Extreme wide
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### 9.3 Movement
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Useful movement includes:
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- Locked/static
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- Pan
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- Tilt
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- Push in
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- Pull out
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- Dolly
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- Truck
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- Tracking
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- Follow
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- Orbit
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- Arc
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- Rise
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- Descend
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- Fly-in
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- Fly-out
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- Whip-pan
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- Handheld
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- Gentle handheld
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- POV head movement
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- Follow eyeline
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- Follow pointing gesture
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- Turn toward sound
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- Pull-back reveal
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------------------------------------------------------------------------
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## 10. First-Person / POV
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A section may switch into a character's first-person viewpoint.
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Example:
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```text
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Immediately begin from Bill's first-person point of view. The camera is positioned at Bill's eye level looking toward Nancy.
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```
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When using character POV:
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- The POV character should normally not appear fully in front of the
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camera.
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- Hands/arms/body may enter frame naturally.
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- Reflections are an explicit exception.
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- Other characters may look directly into the lens when they are
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actually looking at or speaking to the POV character.
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This overrides a general "characters never look at camera" rule where
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logically necessary.
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------------------------------------------------------------------------
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## 11. Chained Camera Continuity
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A new JSON section is **not automatically a new shot or camera cut**.
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By default, assume the next block continues from the incoming video's
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starting frame/state.
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Use continuity-aware language such as:
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```text
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Continuing naturally from the starting frame...
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```
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If the camera continues naturally:
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```text
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Continuing from the starting frame, the camera remains beside Bill and begins moving slowly around him toward Nancy.
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```
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If the section must immediately begin from a different view, explicitly
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state this at the start:
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```text
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Immediately change to Nancy's first-person point of view...
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```
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or:
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```text
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Begin this section from a new low-angle position beside the table...
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```
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Do not assume MiniMax will infer a deliberate camera change simply
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because a new generation block has started.
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------------------------------------------------------------------------
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## 12. Persistent Continuity State
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Every generation block has to be told about important state changes that
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differ from the original references or original scene.
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### Example
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If Bill's character reference shows him wearing a jacket and he removes
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it in section 3:
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Section 4 and every relevant later section should state:
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```text
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Bill had previously removed his jacket and remains without it.
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```
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Do not rely solely on the incoming video's final frame.
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### 12.1 Track Persistent Changes To
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- Clothing
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- Accessories
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- Hair/appearance changes caused during the story
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- Wetness/dirt/damage
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- Injuries or visible marks
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- Held objects
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- Prop ownership
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- Object position
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- Furniture position
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- Open/closed doors
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- Broken objects
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- Vehicle state
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- Drinks/food state
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- Character position when spatially important
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- Environmental changes
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- Lighting/weather changes
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- Any state that conflicts with the original reference image
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### 12.2 Continuity Ledger
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While designing the set, maintain a continuity ledger containing:
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- Character clothing state
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- Character position
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- Character physical state
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- Held objects
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||||
- Prop ownership
|
||||
- Important object states
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||||
- Environment state
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||||
- Relevant emotional/story state
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- Camera position
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- Camera viewpoint
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Each new section should be written from the current ledger.
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------------------------------------------------------------------------
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## 13. Reference Priority
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The intended priority is:
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||||
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||||
### Reference Images
|
||||
|
||||
Define:
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||||
|
||||
- Character identity
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||||
- Base character design
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||||
- Asset design
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||||
- Vehicle design
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||||
- Prop design
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||||
- Environment design where supplied
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||||
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||||
### Current Video + Current Prompt
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Define:
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||||
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||||
- Current state
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||||
- Current clothing changes
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||||
- Current object state
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||||
- Current position
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||||
- Current action
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||||
- Current environment changes
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||||
- Current camera state
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||||
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If the story deliberately changes something from the original reference,
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the current prompt should explicitly reinforce that changed state.
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------------------------------------------------------------------------
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## 14. Dialogue
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||||
For multi-character sequences:
|
||||
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||||
- Explicitly name the speaker for each line.
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||||
- Keep dialogue appropriate to the available block duration.
|
||||
- State important pauses/reactions where required.
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||||
- Specify silence when incorrect dialogue assignment is a realistic
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risk.
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||||
- Preserve established accents and speaking styles through the Global
|
||||
Prompt.
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||||
|
||||
Example:
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||||
|
||||
```text
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Bill leans forward and asks, "Do you think it's time?"
|
||||
|
||||
Becca exhales before replying, "I don't know. We normally wait till sunset."
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||||
```
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||||
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------------------------------------------------------------------------
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||||
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||||
## 15. Initial Video Prompt
|
||||
|
||||
The Initial Video Prompt establishes the first generated block.
|
||||
|
||||
It should contain:
|
||||
|
||||
- Starting composition
|
||||
- Character positions
|
||||
- Initial actions
|
||||
- Dialogue
|
||||
- Body language
|
||||
- Camera position
|
||||
- Camera movement
|
||||
- Environmental activity
|
||||
- Relevant sound/ambience
|
||||
- Ending action/state that leads naturally into extension 01
|
||||
|
||||
The **Global Prompt is supplied alongside the Initial Video Prompt**.
|
||||
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||||
------------------------------------------------------------------------
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||||
|
||||
## 16. JSON Extension Structure
|
||||
|
||||
Baseline structure:
|
||||
|
||||
```json
|
||||
{
|
||||
"defaults": {
|
||||
"duration_seconds": 10,
|
||||
"steps": 8
|
||||
},
|
||||
"shots": [
|
||||
{
|
||||
"id": "existing_video_extension_01",
|
||||
"prompt": [
|
||||
"Continuing naturally from the starting frame..."
|
||||
],
|
||||
"seed": "SEED_VALUE"
|
||||
}
|
||||
],
|
||||
"prompt_prefix": [
|
||||
"GLOBAL/REFERENCE INSTRUCTIONS"
|
||||
]
|
||||
}
|
||||
```
|
||||
|
||||
### 16.1 Extension IDs
|
||||
|
||||
Use sequential IDs:
|
||||
|
||||
```text
|
||||
existing_video_extension_01
|
||||
existing_video_extension_02
|
||||
existing_video_extension_03
|
||||
...
|
||||
```
|
||||
|
||||
### 16.2 Number of Sections
|
||||
|
||||
The number of extensions depends on the requested story.
|
||||
|
||||
Ten extensions may be used for a longer set, but this is not a fixed
|
||||
requirement unless requested.
|
||||
|
||||
### 16.3 Per-Section Duration
|
||||
|
||||
The workflow supports custom duration per extension.
|
||||
|
||||
**Exact JSON syntax: TBD.**
|
||||
|
||||
Until supplied, do not invent the property.
|
||||
|
||||
------------------------------------------------------------------------
|
||||
|
||||
## 17. Prompt Prefix
|
||||
|
||||
The JSON `prompt_prefix` contains shared reference/global instructions
|
||||
required by the extension loop.
|
||||
|
||||
Example with three characters:
|
||||
|
||||
```json
|
||||
"prompt_prefix": [
|
||||
"<Picture 1> is the environment and master scene reference, use this to establish the environment, spatial layout, lighting and overall scene.",
|
||||
"",
|
||||
"<Picture 2> is the primary full-body reference for Bill, use this as the primary reference for Bill's body proportions, overall appearance, hair and clothing.",
|
||||
"<Picture 3> is a frontal facial reference for Bill, use this as a complementary reference for Bill's facial identity.",
|
||||
"",
|
||||
"<Picture 4> is the primary full-body reference for Nancy, use this as the primary reference for Nancy's body proportions, overall appearance, hair and clothing.",
|
||||
"<Picture 5> is a frontal facial reference for Nancy, use this as a complementary reference for Nancy's facial identity.",
|
||||
"",
|
||||
"<Picture 6> is the primary full-body reference for Becca, use this as the primary reference for Becca's body proportions, overall appearance, hair and clothing.",
|
||||
"<Picture 7> is a frontal facial reference for Becca, use this as a complementary reference for Becca's facial identity."
|
||||
]
|
||||
```
|
||||
|
||||
The actual mapping must reflect the reference plan for the current
|
||||
production.
|
||||
|
||||
------------------------------------------------------------------------
|
||||
|
||||
## 18. Required Deliverable Order
|
||||
|
||||
Every complete prompt-set response should be kept concise and delivered
|
||||
in this order.
|
||||
|
||||
### PREP
|
||||
|
||||
#### 1. Scene Overview
|
||||
|
||||
- Premise
|
||||
- Broad story direction
|
||||
- Environment mode
|
||||
- Character count
|
||||
- Relevant time/weather/setting information
|
||||
|
||||
#### 2. Character Selection
|
||||
|
||||
- Minimal information required to select reusable characters
|
||||
|
||||
#### 3. Re-Clothing Prompts
|
||||
|
||||
- One copy-ready image prompt per character
|
||||
|
||||
#### 4. Environment Creation
|
||||
|
||||
- Only when using a referenced environment
|
||||
- One copy-ready environment image prompt
|
||||
|
||||
#### 5. Extra Asset Creation
|
||||
|
||||
- Props
|
||||
- Vehicles
|
||||
- Products
|
||||
- Composite reference sheets
|
||||
- Other required visual references
|
||||
|
||||
#### 6. Reference Allocation
|
||||
|
||||
- Exact Picture 1--7 mapping
|
||||
- Clearly state unused slots if any
|
||||
|
||||
### VIDEO GENERATION
|
||||
|
||||
#### 7. Global Prompt
|
||||
|
||||
- Copy-ready
|
||||
- Contains global character/story/reference/style rules
|
||||
|
||||
#### 8. Initial Video Prompt
|
||||
|
||||
- Copy-ready
|
||||
- First generated block
|
||||
|
||||
#### 9. JSON Extension Set
|
||||
|
||||
- Copy-ready
|
||||
- Sequential chained continuation prompts
|
||||
- Persistent state restated as required
|
||||
|
||||
#### 10. Global Prompt --- Workflow Copy
|
||||
|
||||
- Exact duplicate of section 7
|
||||
|
||||
------------------------------------------------------------------------
|
||||
|
||||
## 19. Planning Rule
|
||||
|
||||
The complete story should be planned **before finalising the asset
|
||||
requirements**.
|
||||
|
||||
This ensures:
|
||||
|
||||
- The environment contains required features.
|
||||
- Important props are created before generation.
|
||||
- Vehicles receive reference slots when necessary.
|
||||
- Composite sheets are planned efficiently.
|
||||
- Reference slots are not wasted.
|
||||
- Later sections do not suddenly require unavailable visual
|
||||
references.
|
||||
|
||||
The user-facing deliverable should remain concise even though the
|
||||
complete sequence has been planned internally.
|
||||
|
||||
------------------------------------------------------------------------
|
||||
|
||||
## 20. Output Philosophy
|
||||
|
||||
A MiniMax H3 prompt set should be:
|
||||
|
||||
- Production-ready
|
||||
- Concise
|
||||
- Clearly sectioned
|
||||
- Easy to follow top-to-bottom
|
||||
- Explicit about creation jobs
|
||||
- Explicit about reference allocation
|
||||
- Copy-ready
|
||||
- Continuity-aware
|
||||
- Camera-aware
|
||||
- Efficient with reference slots
|
||||
- Designed around MiniMax H3's lack of semantic memory between
|
||||
generated clips
|
||||
|
||||
Avoid:
|
||||
|
||||
- Unnecessary explanation
|
||||
- Repeating the same instructions outside required workflow
|
||||
duplication
|
||||
- Overloading the Global Prompt with shot-specific camera directions
|
||||
- Assuming previous prompt context is remembered
|
||||
- Assuming a new extension automatically creates a camera cut
|
||||
- Introducing important assets after reference planning is complete
|
||||
|
||||
------------------------------------------------------------------------
|
||||
|
||||
## 21. Current Defaults
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
Setting Default
|
||||
----------------------------------- -----------------------------------
|
||||
Maximum block duration 10 seconds
|
||||
|
||||
Steps 8
|
||||
|
||||
Maximum consistent characters 3
|
||||
|
||||
Character reference images 2 per consistent character
|
||||
|
||||
Total reference slots 7
|
||||
|
||||
Environment reference Optional
|
||||
|
||||
Camera direction Per section
|
||||
|
||||
Production style Concise definition in Global Prompt
|
||||
|
||||
Persistent changed state Restated in every relevant
|
||||
subsequent block
|
||||
|
||||
Per-section duration JSON field TBD
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
------------------------------------------------------------------------
|
||||
|
||||
## 22. Outstanding Workflow Detail
|
||||
|
||||
The following remains to be added once supplied:
|
||||
|
||||
- Exact JSON property and syntax for custom per-section duration.
|
||||
|
||||
Once known, it should become part of the canonical JSON extension
|
||||
specification.
|
||||
Reference in New Issue
Block a user