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2934116/3321093/README.md
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|
| 1 |
+
---
|
| 2 |
+
license: other
|
| 3 |
+
tags:
|
| 4 |
+
- bullet time
|
| 5 |
+
- concept
|
| 6 |
+
---
|
| 7 |
+
|
| 8 |
+
# [MMH3] Bullet Time - v1.0 - 3321093
|
| 9 |
+
|
| 10 |
+
**Model Type**: LORA
|
| 11 |
+
|
| 12 |
+
**Base Model**: MiniMax H3
|
| 13 |
+
|
| 14 |
+
**Trigger Words**: bullet-time
|
| 15 |
+
|
| 16 |
+
**Tags**: bullet time, concept
|
| 17 |
+
|
| 18 |
+
## Gallery
|
| 19 |
+
|
| 20 |
+
<table>
|
| 21 |
+
<tr>
|
| 22 |
+
<td><video src="https://image.civitai.com/xG1nkqKTMzGDvpLrqFT7WA/d8d74886-aa89-4bef-a903-2b9c70a5b02a/original=true/142597414.mp4" width="200" controls muted autoplay loop></video></td>
|
| 23 |
+
<td><video src="https://image.civitai.com/xG1nkqKTMzGDvpLrqFT7WA/b0913bd7-3e53-48fc-a8f3-0d291c29a08d/original=true/142597827.mp4" width="200" controls muted autoplay loop></video></td>
|
| 24 |
+
<td><video src="https://image.civitai.com/xG1nkqKTMzGDvpLrqFT7WA/f224b518-39d4-4287-bed7-f0d2676c16a1/original=true/142597925.mp4" width="200" controls muted autoplay loop></video></td>
|
| 25 |
+
</tr>
|
| 26 |
+
<tr>
|
| 27 |
+
<td><video src="https://image.civitai.com/xG1nkqKTMzGDvpLrqFT7WA/ed8ee089-3b2d-4d63-9e79-880df782d27e/original=true/142597313.mp4" width="200" controls muted autoplay loop></video></td>
|
| 28 |
+
<td><video src="https://image.civitai.com/xG1nkqKTMzGDvpLrqFT7WA/bfb9983e-505e-4615-88f8-0321a6d2d709/original=true/142597431.mp4" width="200" controls muted autoplay loop></video></td>
|
| 29 |
+
<td><video src="https://image.civitai.com/xG1nkqKTMzGDvpLrqFT7WA/f648797d-55bc-4652-aabe-a35aa288defe/original=true/142597285.mp4" width="200" controls muted autoplay loop></video></td>
|
| 30 |
+
</tr>
|
| 31 |
+
<tr>
|
| 32 |
+
<td><video src="https://image.civitai.com/xG1nkqKTMzGDvpLrqFT7WA/f92a08f8-ceb3-4936-b49f-e9e86ec7cc69/original=true/142597298.mp4" width="200" controls muted autoplay loop></video></td>
|
| 33 |
+
<td><video src="https://image.civitai.com/xG1nkqKTMzGDvpLrqFT7WA/eeb34e4b-c674-49d6-99e3-1decd2732f09/original=true/142597304.mp4" width="200" controls muted autoplay loop></video></td>
|
| 34 |
+
<td><video src="https://image.civitai.com/xG1nkqKTMzGDvpLrqFT7WA/6afa18ab-bc55-465b-aff6-730cec2479bb/original=true/142597328.mp4" width="200" controls muted autoplay loop></video></td>
|
| 35 |
+
</tr>
|
| 36 |
+
<tr>
|
| 37 |
+
<td><video src="https://image.civitai.com/xG1nkqKTMzGDvpLrqFT7WA/0eca52e6-e00b-485d-a77c-0e82c6a37076/original=true/142597899.mp4" width="200" controls muted autoplay loop></video></td>
|
| 38 |
+
</tr>
|
| 39 |
+
</table>
|
| 40 |
+
|
| 41 |
+
## Description
|
| 42 |
+
|
| 43 |
+
**This is a very special one, so please take a moment to read this before using it.**
|
| 44 |
+
|
| 45 |
+
**LoRA strength and turbo/speed optimizations:**
|
| 46 |
+
|
| 47 |
+
If you are using little or no turbo LoRAs or special attention optimizations, you may be able to use this LoRA at a higher strength.
|
| 48 |
+
|
| 49 |
+
With **nothing else enabled**, you can generally use it at **1.0 strength**.
|
| 50 |
+
|
| 51 |
+
However, as you add components designed to speed up inference, you should **reduce the strength of this LoRA accordingly**. These optimizations can change the model's behavior, and using a strong LoRA alongside them may result in artifacts or unwanted morphing.
|
| 52 |
+
|
| 53 |
+
For example, a setup using:
|
| 54 |
+
|
| 55 |
+
* **SOL Attention**
|
| 56 |
+
* **Kitchensink Attention**
|
| 57 |
+
* **Turbo LoRA**
|
| 58 |
+
|
| 59 |
+
typically works better with this LoRA around **0.5 strength**.
|
| 60 |
+
|
| 61 |
+
### The rule of thumb
|
| 62 |
+
|
| 63 |
+
If you start seeing **strange artifacts, deformation, or morphing**, especially when using turbo LoRAs or attention optimizations together with this LoRA, **lower the LoRA strength first**.
|
| 64 |
+
|
| 65 |
+
In many cases, reducing the strength is enough to restore stable and clean results.
|
| 66 |
+
|
| 67 |
+
**Now, for the best prompting results, use this skill:**
|
| 68 |
+
|
| 69 |
+
Bullet-Time Cinematic Video Prompt Construction
|
| 70 |
+
|
| 71 |
+
Purpose
|
| 72 |
+
-------
|
| 73 |
+
|
| 74 |
+
This skill teaches how to construct highly controlled, cinematic video prompts built around a specific temporal pattern:
|
| 75 |
+
|
| 76 |
+
**FAST ACTION β BULLET-TIME β SLOW-MOTION CAMERA ORBIT β RETURN TO NORMAL SPEED**
|
| 77 |
+
|
| 78 |
+
The goal is to produce prompts that clearly communicate:
|
| 79 |
+
|
| 80 |
+
* What happens before the slow-motion transition.
|
| 81 |
+
* The exact physical event that triggers `bullet-time`.
|
| 82 |
+
* What becomes frozen during `bullet-time`.
|
| 83 |
+
* How the camera continues moving independently of the frozen action.
|
| 84 |
+
* How objects maintain identity and spatial continuity.
|
| 85 |
+
* How normal speed resumes.
|
| 86 |
+
* What happens immediately after the return to normal speed.
|
| 87 |
+
* How sound and music change across each temporal phase.
|
| 88 |
+
|
| 89 |
+
The keyword `bullet-time` must appear explicitly in the middle section.
|
| 90 |
+
|
| 91 |
+
---
|
| 92 |
+
|
| 93 |
+
1. Core Prompt Architecture
|
| 94 |
+
===========================
|
| 95 |
+
|
| 96 |
+
Always structure the prompt into three major temporal phases:
|
| 97 |
+
|
| 98 |
+
```
|
| 99 |
+
SECTION 1
|
| 100 |
+
FAST ACTION / APPROACH
|
| 101 |
+
β
|
| 102 |
+
SECTION 2
|
| 103 |
+
BULLET-TIME / IMPACT / CAMERA ORBIT
|
| 104 |
+
β
|
| 105 |
+
SECTION 3
|
| 106 |
+
NORMAL SPEED / CONSEQUENCE
|
| 107 |
+
```
|
| 108 |
+
|
| 109 |
+
A useful default structure is:
|
| 110 |
+
|
| 111 |
+
```
|
| 112 |
+
0.00βX.XXs:
|
| 113 |
+
Fast setup and escalating action.
|
| 114 |
+
|
| 115 |
+
X.XXβY.YYs:
|
| 116 |
+
Critical action reaches its decisive moment.
|
| 117 |
+
Transition into bullet-time.
|
| 118 |
+
|
| 119 |
+
Y.YYβZ.ZZs:
|
| 120 |
+
bullet-time.
|
| 121 |
+
Action is almost frozen while camera moves around it.
|
| 122 |
+
|
| 123 |
+
Z.ZZβEND:
|
| 124 |
+
Time snaps back to normal speed.
|
| 125 |
+
Physical consequences continue naturally.
|
| 126 |
+
```
|
| 127 |
+
|
| 128 |
+
The exact durations can change depending on the scene.
|
| 129 |
+
|
| 130 |
+
The important principle is that **the temporal transition must be unambiguous**.
|
| 131 |
+
|
| 132 |
+
---
|
| 133 |
+
|
| 134 |
+
2. Section 1 β Fast Action
|
| 135 |
+
==========================
|
| 136 |
+
|
| 137 |
+
The first section establishes normal-speed action.
|
| 138 |
+
|
| 139 |
+
It should contain:
|
| 140 |
+
|
| 141 |
+
1. Environment
|
| 142 |
+
2. Main subjects
|
| 143 |
+
3. Clothing / equipment
|
| 144 |
+
4. Initial positions
|
| 145 |
+
5. Camera position
|
| 146 |
+
6. Fast movement
|
| 147 |
+
7. Sound
|
| 148 |
+
8. Escalation toward a specific event
|
| 149 |
+
|
| 150 |
+
### Recommended pattern
|
| 151 |
+
|
| 152 |
+
```
|
| 153 |
+
A clearly defined environment contains the subjects.
|
| 154 |
+
|
| 155 |
+
Subject A rapidly approaches Subject B.
|
| 156 |
+
|
| 157 |
+
The camera tracks the action from a dynamic angle.
|
| 158 |
+
|
| 159 |
+
Movement is fast, physical, and synchronized.
|
| 160 |
+
|
| 161 |
+
Subject B reacts to the incoming action.
|
| 162 |
+
|
| 163 |
+
Subject A performs a specific decisive movement.
|
| 164 |
+
|
| 165 |
+
The movement rapidly approaches its point of contact.
|
| 166 |
+
```
|
| 167 |
+
|
| 168 |
+
Avoid vague descriptions such as:
|
| 169 |
+
|
| 170 |
+
> They fight dramatically.
|
| 171 |
+
|
| 172 |
+
Instead describe observable physical events:
|
| 173 |
+
|
| 174 |
+
> The boxer rapidly advances across the canvas and throws a powerful right cross toward his opponent's jaw.
|
| 175 |
+
|
| 176 |
+
The model should be able to determine exactly:
|
| 177 |
+
|
| 178 |
+
* who moves,
|
| 179 |
+
* where they move,
|
| 180 |
+
* how fast they move,
|
| 181 |
+
* what they are holding,
|
| 182 |
+
* what they are about to collide with.
|
| 183 |
+
|
| 184 |
+
---
|
| 185 |
+
|
| 186 |
+
3. Choose One Strong Bullet-Time Trigger
|
| 187 |
+
========================================
|
| 188 |
+
|
| 189 |
+
The transition into bullet-time should happen at a **single visually important instant**.
|
| 190 |
+
|
| 191 |
+
Good triggers include:
|
| 192 |
+
|
| 193 |
+
* Punch connecting with a face
|
| 194 |
+
* Kick connecting with armor
|
| 195 |
+
* Sword striking a shield
|
| 196 |
+
* Vehicle collision
|
| 197 |
+
* Ball hitting a bat
|
| 198 |
+
* Glass breaking
|
| 199 |
+
* Object exploding
|
| 200 |
+
* Athlete making contact with an opponent
|
| 201 |
+
* Projectile reaching its target
|
| 202 |
+
* Character jumping through an obstacle
|
| 203 |
+
* Comedic physical impact
|
| 204 |
+
|
| 205 |
+
The trigger should be explicit.
|
| 206 |
+
|
| 207 |
+
Use language such as:
|
| 208 |
+
|
| 209 |
+
```
|
| 210 |
+
At the exact instant of contact, the action transitions into bullet-time.
|
| 211 |
+
```
|
| 212 |
+
|
| 213 |
+
or:
|
| 214 |
+
|
| 215 |
+
```
|
| 216 |
+
At the precise moment the object reaches its target, the action enters bullet-time.
|
| 217 |
+
```
|
| 218 |
+
|
| 219 |
+
Do not introduce several competing bullet-time triggers.
|
| 220 |
+
|
| 221 |
+
There should be **one hero moment**.
|
| 222 |
+
|
| 223 |
+
---
|
| 224 |
+
|
| 225 |
+
4. The `bullet-time` Keyword
|
| 226 |
+
============================
|
| 227 |
+
|
| 228 |
+
The middle section must explicitly contain:
|
| 229 |
+
|
| 230 |
+
```
|
| 231 |
+
bullet-time
|
| 232 |
+
```
|
| 233 |
+
|
| 234 |
+
Preferably place it at the beginning of the section:
|
| 235 |
+
|
| 236 |
+
```
|
| 237 |
+
3.60β5.80s: bullet-time.
|
| 238 |
+
```
|
| 239 |
+
|
| 240 |
+
Then reinforce its meaning:
|
| 241 |
+
|
| 242 |
+
```
|
| 243 |
+
Time slows almost completely while the camera continues moving dynamically around the action.
|
| 244 |
+
```
|
| 245 |
+
|
| 246 |
+
The keyword should not be buried in unrelated prose.
|
| 247 |
+
|
| 248 |
+
---
|
| 249 |
+
|
| 250 |
+
5. Bullet-Time Has Two Different Types of Motion
|
| 251 |
+
================================================
|
| 252 |
+
|
| 253 |
+
The central concept is:
|
| 254 |
+
|
| 255 |
+
> **The subjects are nearly frozen while the camera continues moving.**
|
| 256 |
+
|
| 257 |
+
This distinction is critical.
|
| 258 |
+
|
| 259 |
+
During bullet-time:
|
| 260 |
+
|
| 261 |
+
### Subject motion
|
| 262 |
+
|
| 263 |
+
Almost completely frozen.
|
| 264 |
+
|
| 265 |
+
Examples:
|
| 266 |
+
|
| 267 |
+
```
|
| 268 |
+
The fighters remain suspended at the exact instant of impact.
|
| 269 |
+
```
|
| 270 |
+
|
| 271 |
+
```
|
| 272 |
+
The vehicle, debris, and occupants remain frozen in their precise positions.
|
| 273 |
+
```
|
| 274 |
+
|
| 275 |
+
```
|
| 276 |
+
The ball remains suspended immediately after striking the bat.
|
| 277 |
+
```
|
| 278 |
+
|
| 279 |
+
### Camera motion
|
| 280 |
+
|
| 281 |
+
Continues smoothly.
|
| 282 |
+
|
| 283 |
+
Examples:
|
| 284 |
+
|
| 285 |
+
```
|
| 286 |
+
The camera performs a smooth 180-degree orbital movement around the fighters.
|
| 287 |
+
```
|
| 288 |
+
|
| 289 |
+
```
|
| 290 |
+
The camera travels from the front-left side around to the rear-right side.
|
| 291 |
+
```
|
| 292 |
+
|
| 293 |
+
```
|
| 294 |
+
The camera continues moving dynamically while the action remains almost completely frozen.
|
| 295 |
+
```
|
| 296 |
+
|
| 297 |
+
This separation creates the characteristic bullet-time visual effect.
|
| 298 |
+
|
| 299 |
+
---
|
| 300 |
+
|
| 301 |
+
6. Camera Orbit
|
| 302 |
+
===============
|
| 303 |
+
|
| 304 |
+
The camera should normally perform a substantial orbital movement.
|
| 305 |
+
|
| 306 |
+
A strong default is:
|
| 307 |
+
|
| 308 |
+
```
|
| 309 |
+
180-degree orbital movement
|
| 310 |
+
```
|
| 311 |
+
|
| 312 |
+
The orbit can travel:
|
| 313 |
+
|
| 314 |
+
```
|
| 315 |
+
front β side β rear
|
| 316 |
+
```
|
| 317 |
+
|
| 318 |
+
or:
|
| 319 |
+
|
| 320 |
+
```
|
| 321 |
+
front-left β rear-right
|
| 322 |
+
```
|
| 323 |
+
|
| 324 |
+
Describe the direction so the movement is spatially understandable.
|
| 325 |
+
|
| 326 |
+
Example:
|
| 327 |
+
|
| 328 |
+
```
|
| 329 |
+
The camera performs a smooth 180-degree orbital movement around the two fighters, traveling from their front-left side around to their rear-right side.
|
| 330 |
+
```
|
| 331 |
+
|
| 332 |
+
The camera movement should be:
|
| 333 |
+
|
| 334 |
+
* smooth
|
| 335 |
+
* continuous
|
| 336 |
+
* cinematic
|
| 337 |
+
* spatially coherent
|
| 338 |
+
|
| 339 |
+
Avoid saying merely:
|
| 340 |
+
|
| 341 |
+
> The camera rotates dramatically.
|
| 342 |
+
|
| 343 |
+
That does not sufficiently define the movement.
|
| 344 |
+
|
| 345 |
+
---
|
| 346 |
+
|
| 347 |
+
7. Preserve Spatial Continuity
|
| 348 |
+
==============================
|
| 349 |
+
|
| 350 |
+
This is one of the most important parts of the skill.
|
| 351 |
+
|
| 352 |
+
When the camera moves around frozen subjects, their spatial relationships must remain stable.
|
| 353 |
+
|
| 354 |
+
Explicitly state that:
|
| 355 |
+
|
| 356 |
+
```
|
| 357 |
+
The subjects maintain consistent spatial relationships throughout the orbit.
|
| 358 |
+
```
|
| 359 |
+
|
| 360 |
+
For important objects, reinforce continuity.
|
| 361 |
+
|
| 362 |
+
For example:
|
| 363 |
+
|
| 364 |
+
```
|
| 365 |
+
The glove remains connected to the same arm and remains pressed against the opponent's jaw throughout the orbit.
|
| 366 |
+
```
|
| 367 |
+
|
| 368 |
+
Or:
|
| 369 |
+
|
| 370 |
+
```
|
| 371 |
+
The sword remains the same physical object throughout the entire sequence.
|
| 372 |
+
```
|
| 373 |
+
|
| 374 |
+
Or:
|
| 375 |
+
|
| 376 |
+
```
|
| 377 |
+
The ball remains in the exact position relative to the bat throughout the orbital movement.
|
| 378 |
+
```
|
| 379 |
+
|
| 380 |
+
This prevents common generative-video problems such as:
|
| 381 |
+
|
| 382 |
+
* duplicated objects
|
| 383 |
+
* disappearing objects
|
| 384 |
+
* changing weapons
|
| 385 |
+
* extra limbs
|
| 386 |
+
* object morphing
|
| 387 |
+
* inconsistent positions
|
| 388 |
+
* identity changes
|
| 389 |
+
|
| 390 |
+
---
|
| 391 |
+
|
| 392 |
+
8. Explicit Object Identity
|
| 393 |
+
===========================
|
| 394 |
+
|
| 395 |
+
Whenever an object is important to the story, establish its identity before bullet-time and preserve it afterward.
|
| 396 |
+
|
| 397 |
+
Use phrases such as:
|
| 398 |
+
|
| 399 |
+
```
|
| 400 |
+
the same original object
|
| 401 |
+
```
|
| 402 |
+
|
| 403 |
+
```
|
| 404 |
+
the exact same object
|
| 405 |
+
```
|
| 406 |
+
|
| 407 |
+
```
|
| 408 |
+
the same glove
|
| 409 |
+
```
|
| 410 |
+
|
| 411 |
+
```
|
| 412 |
+
the same vehicle
|
| 413 |
+
```
|
| 414 |
+
|
| 415 |
+
```
|
| 416 |
+
the original ball
|
| 417 |
+
```
|
| 418 |
+
|
| 419 |
+
Then explicitly prohibit replacement or duplication when necessary:
|
| 420 |
+
|
| 421 |
+
```
|
| 422 |
+
No duplicate object appears.
|
| 423 |
+
```
|
| 424 |
+
|
| 425 |
+
```
|
| 426 |
+
The object must remain identical throughout the sequence.
|
| 427 |
+
```
|
| 428 |
+
|
| 429 |
+
```
|
| 430 |
+
Do not create, duplicate, replace, or morph the object.
|
| 431 |
+
```
|
| 432 |
+
|
| 433 |
+
This is particularly useful when an object changes state or position after the bullet-time section.
|
| 434 |
+
|
| 435 |
+
---
|
| 436 |
+
|
| 437 |
+
9. Add Frozen Micro-Details
|
| 438 |
+
===========================
|
| 439 |
+
|
| 440 |
+
Bullet-time becomes visually convincing when small details are suspended.
|
| 441 |
+
|
| 442 |
+
Useful details include:
|
| 443 |
+
|
| 444 |
+
* Sweat droplets
|
| 445 |
+
* Dust particles
|
| 446 |
+
* Water droplets
|
| 447 |
+
* Fabric fibers
|
| 448 |
+
* Hair strands
|
| 449 |
+
* Flying debris
|
| 450 |
+
* Small stone fragments
|
| 451 |
+
* Sparks
|
| 452 |
+
* Snow
|
| 453 |
+
* Glass fragments
|
| 454 |
+
* Floating particles
|
| 455 |
+
|
| 456 |
+
Example:
|
| 457 |
+
|
| 458 |
+
```
|
| 459 |
+
Tiny sweat droplets, airborne dust particles, fabric fibers, and small debris remain suspended in the air around the fighters.
|
| 460 |
+
```
|
| 461 |
+
|
| 462 |
+
Do not add every possible particle.
|
| 463 |
+
|
| 464 |
+
Choose details appropriate to the environment.
|
| 465 |
+
|
| 466 |
+
---
|
| 467 |
+
|
| 468 |
+
10. Bullet-Time Impact Description
|
| 469 |
+
==================================
|
| 470 |
+
|
| 471 |
+
The central impact should be visually obvious.
|
| 472 |
+
|
| 473 |
+
Describe:
|
| 474 |
+
|
| 475 |
+
1. Contact point
|
| 476 |
+
2. Body position
|
| 477 |
+
3. Object deformation
|
| 478 |
+
4. Force
|
| 479 |
+
5. Suspended state
|
| 480 |
+
|
| 481 |
+
For example:
|
| 482 |
+
|
| 483 |
+
```
|
| 484 |
+
The glove remains visibly pressed against the opponent's jaw, with the opponent's head displaced slightly backward from the force.
|
| 485 |
+
```
|
| 486 |
+
|
| 487 |
+
For a kick:
|
| 488 |
+
|
| 489 |
+
```
|
| 490 |
+
The boot remains pressed against the center of the helmet while the armor visibly deforms around the point of contact.
|
| 491 |
+
```
|
| 492 |
+
|
| 493 |
+
For an object:
|
| 494 |
+
|
| 495 |
+
```
|
| 496 |
+
The ball remains compressed against the bat at the precise instant of impact.
|
| 497 |
+
```
|
| 498 |
+
|
| 499 |
+
The description should freeze the **exact physical instant**, not simply say that time has slowed.
|
| 500 |
+
|
| 501 |
+
---
|
| 502 |
+
|
| 503 |
+
11. Section 3 β Return to Normal Speed
|
| 504 |
+
======================================
|
| 505 |
+
|
| 506 |
+
The return to normal speed should be sudden and explicit.
|
| 507 |
+
|
| 508 |
+
Use:
|
| 509 |
+
|
| 510 |
+
```
|
| 511 |
+
Time suddenly snaps back to full normal speed.
|
| 512 |
+
```
|
| 513 |
+
|
| 514 |
+
This is preferable to vague wording such as:
|
| 515 |
+
|
| 516 |
+
> The action speeds up again.
|
| 517 |
+
|
| 518 |
+
The transition should feel like a hard temporal change.
|
| 519 |
+
|
| 520 |
+
Immediately after the transition, the consequences of the frozen event continue.
|
| 521 |
+
|
| 522 |
+
---
|
| 523 |
+
|
| 524 |
+
12. Preserve Physical Continuity After Bullet-Time
|
| 525 |
+
==================================================
|
| 526 |
+
|
| 527 |
+
The action after bullet-time must logically continue from the frozen frame.
|
| 528 |
+
|
| 529 |
+
If a punch is frozen at contact:
|
| 530 |
+
|
| 531 |
+
```
|
| 532 |
+
The punch retracts naturally.
|
| 533 |
+
The opponent reacts to the accumulated force.
|
| 534 |
+
```
|
| 535 |
+
|
| 536 |
+
If a ball is frozen at impact:
|
| 537 |
+
|
| 538 |
+
```
|
| 539 |
+
The ball resumes its trajectory immediately after contact.
|
| 540 |
+
```
|
| 541 |
+
|
| 542 |
+
If a vehicle is frozen during collision:
|
| 543 |
+
|
| 544 |
+
```
|
| 545 |
+
The vehicle resumes its forward momentum and continues through the collision.
|
| 546 |
+
```
|
| 547 |
+
|
| 548 |
+
Never reset the scene after bullet-time.
|
| 549 |
+
|
| 550 |
+
The post-bullet-time action must be a **continuation**, not a new shot.
|
| 551 |
+
|
| 552 |
+
---
|
| 553 |
+
|
| 554 |
+
13. Escalate the Consequence
|
| 555 |
+
============================
|
| 556 |
+
|
| 557 |
+
The final section should usually make the original impact matter.
|
| 558 |
+
|
| 559 |
+
Examples:
|
| 560 |
+
|
| 561 |
+
### Boxing
|
| 562 |
+
|
| 563 |
+
```
|
| 564 |
+
The opponent stumbles backward and falls.
|
| 565 |
+
```
|
| 566 |
+
|
| 567 |
+
### Martial arts
|
| 568 |
+
|
| 569 |
+
```
|
| 570 |
+
The opponent is launched backward across the room.
|
| 571 |
+
```
|
| 572 |
+
|
| 573 |
+
### Vehicle
|
| 574 |
+
|
| 575 |
+
```
|
| 576 |
+
The vehicle continues through the barrier.
|
| 577 |
+
```
|
| 578 |
+
|
| 579 |
+
### Sports
|
| 580 |
+
|
| 581 |
+
```
|
| 582 |
+
The ball rockets away at full speed.
|
| 583 |
+
```
|
| 584 |
+
|
| 585 |
+
### Comedy
|
| 586 |
+
|
| 587 |
+
```
|
| 588 |
+
The character loses balance and crashes into the surrounding objects.
|
| 589 |
+
```
|
| 590 |
+
|
| 591 |
+
The consequence gives the bullet-time moment narrative purpose.
|
| 592 |
+
|
| 593 |
+
---
|
| 594 |
+
|
| 595 |
+
14. Sound Design
|
| 596 |
+
================
|
| 597 |
+
|
| 598 |
+
Create a separate:
|
| 599 |
+
|
| 600 |
+
```
|
| 601 |
+
overall_soundscape:
|
| 602 |
+
```
|
| 603 |
+
|
| 604 |
+
section.
|
| 605 |
+
|
| 606 |
+
Sound should follow the same three-phase structure.
|
| 607 |
+
|
| 608 |
+
Before bullet-time
|
| 609 |
+
------------------
|
| 610 |
+
|
| 611 |
+
Use normal-speed sounds:
|
| 612 |
+
|
| 613 |
+
* Footsteps
|
| 614 |
+
* Breathing
|
| 615 |
+
* Clothing
|
| 616 |
+
* Armor
|
| 617 |
+
* Crowd
|
| 618 |
+
* Environment
|
| 619 |
+
* Engines
|
| 620 |
+
* Ball contact
|
| 621 |
+
* Movement
|
| 622 |
+
|
| 623 |
+
Example:
|
| 624 |
+
|
| 625 |
+
```
|
| 626 |
+
Section 1 contains rapid footsteps, breathing, clothing movement, and crowd ambience.
|
| 627 |
+
```
|
| 628 |
+
|
| 629 |
+
During bullet-time
|
| 630 |
+
------------------
|
| 631 |
+
|
| 632 |
+
Sound should suddenly become stretched and atmospheric.
|
| 633 |
+
|
| 634 |
+
Useful elements:
|
| 635 |
+
|
| 636 |
+
* Low-frequency impact
|
| 637 |
+
* Time-stretched ambience
|
| 638 |
+
* Long metallic resonance
|
| 639 |
+
* Deep pressure wave
|
| 640 |
+
* Extended impact sound
|
| 641 |
+
* Suspended environmental noise
|
| 642 |
+
|
| 643 |
+
Example:
|
| 644 |
+
|
| 645 |
+
```
|
| 646 |
+
The sound changes instantly when bullet-time begins. The environment stretches into a distant atmospheric rumble while the impact becomes a massive elongated low-frequency shockwave.
|
| 647 |
+
```
|
| 648 |
+
|
| 649 |
+
After bullet-time
|
| 650 |
+
-----------------
|
| 651 |
+
|
| 652 |
+
Return abruptly to normal-speed sound.
|
| 653 |
+
|
| 654 |
+
Example:
|
| 655 |
+
|
| 656 |
+
```
|
| 657 |
+
Normal-speed sound suddenly returns with the rushing movement, crowd reaction, footsteps, and physical consequences of the impact.
|
| 658 |
+
```
|
| 659 |
+
|
| 660 |
+
---
|
| 661 |
+
|
| 662 |
+
15. Non-Diegetic Music
|
| 663 |
+
======================
|
| 664 |
+
|
| 665 |
+
Create a separate:
|
| 666 |
+
|
| 667 |
+
```
|
| 668 |
+
non_diegetic_music:
|
| 669 |
+
```
|
| 670 |
+
|
| 671 |
+
section.
|
| 672 |
+
|
| 673 |
+
The music should mirror the temporal structure.
|
| 674 |
+
|
| 675 |
+
### Fast section
|
| 676 |
+
|
| 677 |
+
Use:
|
| 678 |
+
|
| 679 |
+
* accelerating rhythm
|
| 680 |
+
* percussion
|
| 681 |
+
* strings
|
| 682 |
+
* rising tension
|
| 683 |
+
* increasing intensity
|
| 684 |
+
|
| 685 |
+
### Bullet-time
|
| 686 |
+
|
| 687 |
+
Stretch the music dramatically.
|
| 688 |
+
|
| 689 |
+
Example:
|
| 690 |
+
|
| 691 |
+
```
|
| 692 |
+
At the exact impact, the music suddenly stretches into a massive sustained orchestral shockwave during bullet-time.
|
| 693 |
+
```
|
| 694 |
+
|
| 695 |
+
### Return
|
| 696 |
+
|
| 697 |
+
Restore the original rhythm suddenly:
|
| 698 |
+
|
| 699 |
+
```
|
| 700 |
+
When normal speed returns, the full percussion and orchestral rhythm suddenly crash back at maximum intensity.
|
| 701 |
+
```
|
| 702 |
+
|
| 703 |
+
This makes the temporal transition readable even through sound.
|
| 704 |
+
|
| 705 |
+
---
|
| 706 |
+
|
| 707 |
+
16. Recommended Prompt Template
|
| 708 |
+
===============================
|
| 709 |
+
|
| 710 |
+
Use this template as the foundation for new prompts:
|
| 711 |
+
|
| 712 |
+
```
|
| 713 |
+
integrated_multimodal_description:
|
| 714 |
+
|
| 715 |
+
0.00βX.XXs: [ENVIRONMENT].
|
| 716 |
+
|
| 717 |
+
[SUBJECT A] [FAST ACTION].
|
| 718 |
+
|
| 719 |
+
[SUBJECT B] [REACTION].
|
| 720 |
+
|
| 721 |
+
The camera [DYNAMIC CAMERA MOVEMENT].
|
| 722 |
+
|
| 723 |
+
[PHYSICAL DETAILS AND MOVEMENT].
|
| 724 |
+
|
| 725 |
+
[SUBJECT A] performs [DECISIVE ACTION].
|
| 726 |
+
|
| 727 |
+
[SUBJECT B] [RESPONSE].
|
| 728 |
+
|
| 729 |
+
At the exact instant [CRITICAL CONTACT/EVENT], the action transitions into bullet-time.
|
| 730 |
+
|
| 731 |
+
X.XXβY.YYs: bullet-time.
|
| 732 |
+
|
| 733 |
+
Time slows almost completely while the camera continues moving.
|
| 734 |
+
|
| 735 |
+
[DESCRIBE EXACT FROZEN MOMENT].
|
| 736 |
+
|
| 737 |
+
[DESCRIBE CONTACT / IMPACT].
|
| 738 |
+
|
| 739 |
+
The important subjects remain almost completely frozen.
|
| 740 |
+
|
| 741 |
+
The camera performs a smooth 180-degree orbital movement, traveling from [START POSITION] around to [END POSITION].
|
| 742 |
+
|
| 743 |
+
[SUBJECTS AND IMPORTANT OBJECTS] maintain consistent spatial relationships throughout the orbit.
|
| 744 |
+
|
| 745 |
+
[IMPORTANT OBJECT] remains the same physical object throughout the sequence. Do not create, duplicate, replace, or morph it.
|
| 746 |
+
|
| 747 |
+
[TINY FROZEN DETAILS].
|
| 748 |
+
|
| 749 |
+
The camera completes the orbital movement.
|
| 750 |
+
|
| 751 |
+
Y.YYβZ.ZZs: Time suddenly snaps back to full normal speed.
|
| 752 |
+
|
| 753 |
+
[IMMEDIATE PHYSICAL CONTINUATION].
|
| 754 |
+
|
| 755 |
+
[CONSEQUENCE OF THE IMPACT].
|
| 756 |
+
|
| 757 |
+
[FINAL COMPOSITION].
|
| 758 |
+
|
| 759 |
+
overall_soundscape:
|
| 760 |
+
|
| 761 |
+
Section 1 contains [NORMAL-SPEED SOUNDS].
|
| 762 |
+
|
| 763 |
+
At the exact transition into bullet-time, [SOUND TRANSFORMATION].
|
| 764 |
+
|
| 765 |
+
During bullet-time, [STRETCHED IMPACT / ATMOSPHERIC SOUND].
|
| 766 |
+
|
| 767 |
+
When normal speed returns, [FULL-SPEED CONSEQUENCE SOUNDS].
|
| 768 |
+
|
| 769 |
+
non_diegetic_music:
|
| 770 |
+
|
| 771 |
+
[FAST MUSIC DESCRIPTION].
|
| 772 |
+
|
| 773 |
+
At the exact impact, the music suddenly stretches into [BULLET-TIME MUSIC].
|
| 774 |
+
|
| 775 |
+
When normal speed returns, [MUSIC RETURNS TO FULL INTENSITY].
|
| 776 |
+
```
|
| 777 |
+
|
| 778 |
+
---
|
| 779 |
+
|
| 780 |
+
17. Quality Rules
|
| 781 |
+
=================
|
| 782 |
+
|
| 783 |
+
When generating a prompt, follow these rules:
|
| 784 |
+
|
| 785 |
+
### Rule 1 β One hero event
|
| 786 |
+
|
| 787 |
+
There should be one primary bullet-time moment.
|
| 788 |
+
|
| 789 |
+
### Rule 2 β Fast before slow
|
| 790 |
+
|
| 791 |
+
The first section must establish clearly fast movement.
|
| 792 |
+
|
| 793 |
+
### Rule 3 β Explicit trigger
|
| 794 |
+
|
| 795 |
+
State exactly what causes bullet-time.
|
| 796 |
+
|
| 797 |
+
### Rule 4 β Use the keyword
|
| 798 |
+
|
| 799 |
+
The middle section must explicitly contain:
|
| 800 |
+
|
| 801 |
+
```
|
| 802 |
+
bullet-time
|
| 803 |
+
```
|
| 804 |
+
|
| 805 |
+
### Rule 5 β Freeze subjects, move camera
|
| 806 |
+
|
| 807 |
+
The defining visual relationship is:
|
| 808 |
+
|
| 809 |
+
```
|
| 810 |
+
subjects β frozen
|
| 811 |
+
camera = moving
|
| 812 |
+
```
|
| 813 |
+
|
| 814 |
+
### Rule 6 β Use an orbit
|
| 815 |
+
|
| 816 |
+
Prefer a clearly defined 180-degree camera orbit unless the scene benefits from another angle.
|
| 817 |
+
|
| 818 |
+
### Rule 7 β Preserve identity
|
| 819 |
+
|
| 820 |
+
Important objects must remain the same objects throughout the sequence.
|
| 821 |
+
|
| 822 |
+
### Rule 8 β Preserve spatial relationships
|
| 823 |
+
|
| 824 |
+
Objects should not teleport, duplicate, disappear, or change identity.
|
| 825 |
+
|
| 826 |
+
### Rule 9 β Snap back to normal
|
| 827 |
+
|
| 828 |
+
Use an explicit temporal transition.
|
| 829 |
+
|
| 830 |
+
### Rule 10 β Continue the physics
|
| 831 |
+
|
| 832 |
+
Post-bullet-time action must continue from the frozen frame.
|
| 833 |
+
|
| 834 |
+
### Rule 11 β Synchronize sound
|
| 835 |
+
|
| 836 |
+
Sound should change at the same temporal boundaries as the image.
|
| 837 |
+
|
| 838 |
+
### Rule 12 β Synchronize music
|
| 839 |
+
|
| 840 |
+
Music should reinforce the same fast β bullet-time β normal structure.
|
| 841 |
+
|
| 842 |
+
---
|
| 843 |
+
|
| 844 |
+
18. Avoid These Failure Modes
|
| 845 |
+
=============================
|
| 846 |
+
|
| 847 |
+
Do not write prompts where:
|
| 848 |
+
|
| 849 |
+
* bullet-time begins without a clear trigger
|
| 850 |
+
* the camera stops moving during bullet-time
|
| 851 |
+
* the subjects continue normal-speed movement during bullet-time
|
| 852 |
+
* the scene changes completely after bullet-time
|
| 853 |
+
* important objects disappear
|
| 854 |
+
* important objects duplicate
|
| 855 |
+
* weapons change identity
|
| 856 |
+
* characters change clothing
|
| 857 |
+
* characters teleport
|
| 858 |
+
* the camera orbit has no defined direction
|
| 859 |
+
* the post-impact action contradicts the frozen frame
|
| 860 |
+
* sound remains unchanged during bullet-time
|
| 861 |
+
* music ignores the temporal transition
|
| 862 |
+
* too many simultaneous actions compete for the hero moment
|
| 863 |
+
|
| 864 |
+
---
|
| 865 |
+
|
| 866 |
+
19. Generalization
|
| 867 |
+
==================
|
| 868 |
+
|
| 869 |
+
The technique is not limited to combat.
|
| 870 |
+
|
| 871 |
+
Apply the same structure to:
|
| 872 |
+
|
| 873 |
+
### Sports
|
| 874 |
+
|
| 875 |
+
```
|
| 876 |
+
sprinter β collision/finish β bullet-time orbit β full-speed finish
|
| 877 |
+
```
|
| 878 |
+
|
| 879 |
+
### Vehicles
|
| 880 |
+
|
| 881 |
+
```
|
| 882 |
+
car accelerating β collision β bullet-time orbit β vehicle continues
|
| 883 |
+
```
|
| 884 |
+
|
| 885 |
+
### Fantasy
|
| 886 |
+
|
| 887 |
+
```
|
| 888 |
+
warrior attacks monster β weapon impact β bullet-time orbit β monster launched backward
|
| 889 |
+
```
|
| 890 |
+
|
| 891 |
+
### Comedy
|
| 892 |
+
|
| 893 |
+
```
|
| 894 |
+
character runs β slips β bullet-time orbit β crashes at normal speed
|
| 895 |
+
```
|
| 896 |
+
|
| 897 |
+
### Sci-fi
|
| 898 |
+
|
| 899 |
+
```
|
| 900 |
+
spaceship accelerates β projectile impact β bullet-time orbit β explosion resumes
|
| 901 |
+
```
|
| 902 |
+
|
| 903 |
+
### Everyday action
|
| 904 |
+
|
| 905 |
+
```
|
| 906 |
+
person throws object β object reaches target β bullet-time orbit β object continues
|
| 907 |
+
```
|
| 908 |
+
|
| 909 |
+
The **subject changes**, but the underlying temporal grammar remains:
|
| 910 |
+
|
| 911 |
+
```
|
| 912 |
+
BUILD SPEED
|
| 913 |
+
β
|
| 914 |
+
CRITICAL EVENT
|
| 915 |
+
β
|
| 916 |
+
bullet-time
|
| 917 |
+
β
|
| 918 |
+
CAMERA ORBIT
|
| 919 |
+
β
|
| 920 |
+
NORMAL SPEED
|
| 921 |
+
β
|
| 922 |
+
PHYSICAL CONSEQUENCE
|
| 923 |
+
```
|
| 924 |
+
|
| 925 |
+
---
|
| 926 |
+
|
| 927 |
+
20. Final Generation Checklist
|
| 928 |
+
==============================
|
| 929 |
+
|
| 930 |
+
Before producing the final prompt, verify:
|
| 931 |
+
|
| 932 |
+
* The environment is clearly established.
|
| 933 |
+
* Main subjects are clearly identified.
|
| 934 |
+
* Their initial positions are understandable.
|
| 935 |
+
* Fast movement occurs before bullet-time.
|
| 936 |
+
* There is exactly one primary hero event.
|
| 937 |
+
* `bullet-time` appears explicitly in the middle section.
|
| 938 |
+
* The exact transition moment is defined.
|
| 939 |
+
* Subjects become almost frozen.
|
| 940 |
+
* The camera continues moving.
|
| 941 |
+
* The camera performs a clearly described orbit.
|
| 942 |
+
* Important objects preserve identity.
|
| 943 |
+
* Spatial relationships remain consistent.
|
| 944 |
+
* Frozen micro-details reinforce the effect.
|
| 945 |
+
* Sound changes during bullet-time.
|
| 946 |
+
* Music changes during bullet-time.
|
| 947 |
+
* Normal speed returns explicitly.
|
| 948 |
+
* Physics continue naturally after the transition.
|
| 949 |
+
* The final consequence is clearly visible.
|
| 950 |
+
* The final composition provides a satisfying conclusion.
|
| 951 |
+
|
| 952 |
+
The resulting prompt should read like a **precisely choreographed miniature film**, not a collection of visual keywords.
|
| 953 |
+
|
| 954 |
+
---
|
| 955 |
+
|
| 956 |
+
Author: [alcaitiff](https://civitai.com/user/alcaitiff)
|
| 957 |
+
|
| 958 |
+
Model: [CivitAI Model Page](https://civitai.com/models/2934116?modelVersionId=3321093)
|
| 959 |
+
|
| 960 |
+
Archive: [CivArchive Page](https://civarchive.com/models/2934116?modelVersionId=3321093)
|
| 961 |
+
|
| 962 |
+
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