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Q 版吉祥物战斗动作精灵图表

为 GIF、游戏或角色动作研究创建 16 帧 3D Q 版吉祥物战斗动画精灵图表。

gpt-image-2 · 3D 渲染 · Q 版 / Q 萌风 · 游戏素材 · 角色

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Q 版吉祥物战斗动作精灵图表Q 版吉祥物战斗动作精灵图表

中文提示词

目标:为可爱的吉祥物角色创建一个清晰的 3D Q 版战斗动画精灵图表,适用于制作循环 GIF。 画布:1:1 正方形画布,约 1200 x 1200 像素,以浅灰色棋盘格显示透明背景预览。将精灵图排列在均匀分布的 4 列 4 行网格中,共计 16 个独立的动画帧。在每个角色周围留出充足的间距,并保持所有帧的比例一致。 角色:一个玩具般的亮面 3D Q 版吉祥物,拥有桃色圆形洋葱/水滴状头部和顶部小尖角、微小的笑嘴、红润的脸颊、超大的黑色太阳镜,额头上印有黑色数字 {argument name="forehead number" default="29"}。身体小巧且具有英雄气概,身穿鲜艳的 {argument name="suit color" default="blue"} 长袖紧身衣,配有白色腰带条纹、颈部红色围巾/小披肩、胸前有白色电路状徽章、红色手套或圆润的拳头,以及闪亮的红色靴子。使用柔和的摄影棚灯光、光滑的塑料/乙烯基玩具材质、圆润的比例以及自信愉快的表情。 精灵动作:描绘 16 帧简单的战斗动作序列,全部主要面向前方,带有轻微的 3/4 侧身。按从左到右、从上到下的顺序排列并显示这些帧:1 双拳举起的标准防御姿势;2 更宽的防御姿势;3 右臂直拳开始;4 右臂直拳完全伸展;5 重置防御姿势;6 身体略微倾斜的防御姿势;7 身体横向长直拳;8 回到防御姿势;9 左膝抬起准备;10 更高的膝盖抬起;11 向右侧完全伸展的侧踢;12 侧踢第二帧;13 膝盖抬起恢复;14 标准防御姿势;15 标准防御姿势变体;16 最终标准防御姿势。 视觉风格:高质量可爱 3D 渲染,任天堂风格的吉祥物玩具美学,边缘清晰,饱和的原色,柔和的阴影,一致的摄像机角度,一致的角色尺寸,无动态模糊,除自然 3D 阴影外无轮廓线。 约束:除额头数字外,不得包含任何文字标签。不要添加武器、背景、UI 元素、帧边框、水印或额外角色。在每一帧后面保持棋盘格透明预览可见。

原始提示词

Goal: Create a clean 3D chibi fighting animation sprite sheet for a cute mascot character, suitable for making a looping GIF. Canvas: Square 1:1 canvas, about 1200 x 1200 px, with a transparent-background preview shown as a light gray checkerboard. Arrange the sprites in an evenly spaced 4 columns by 4 rows grid, for exactly 16 separate animation frames. Leave generous padding around each character and keep all frames at a consistent scale. Character: A toy-like glossy 3D chibi mascot with a peach-colored round onion/droplet-shaped head and a small pointed top, tiny smiling mouth, rosy cheeks, oversized black sunglasses, and the black number {argument name="forehead number" default="29"} printed on the upper forehead. The body is small and heroic, wearing a bright {argument name="suit color" default="blue"} long-sleeve bodysuit with a white belt stripe, a red scarf/capelet at the neck, a small white circuit-like emblem on the chest, red gloves or rounded fists, and shiny red boots. Use soft studio lighting, smooth plastic/vinyl toy material, rounded proportions, and a cheerful confident expression. Sprite actions: Depict exactly 16 frames of a simple battle motion sequence, all facing mostly forward with slight 3/4 turns. Count and show these frames in order from left to right, top to bottom: 1 neutral guard stance with both fists raised; 2 wider guard stance; 3 right-arm straight punch beginning; 4 right-arm punch fully extended; 5 reset guard stance; 6 guard stance leaning slightly; 7 long straight punch across the body; 8 return to guard; 9 left knee lift preparation; 10 higher knee lift; 11 side kick fully extended to the right; 12 second extended side kick frame; 13 knee lift recovery; 14 neutral guard stance; 15 neutral guard stance variation; 16 final neutral guard stance. Visual style: High-quality cute 3D render, Nintendo-like mascot toy aesthetic, crisp edges, saturated primary colors, soft shadows, consistent camera angle, consistent character size, no motion blur, no outlines except natural 3D shading. Constraints: No text labels other than the forehead number. Do not add weapons, backgrounds, UI elements, frame borders, watermarks, or extra characters. Keep the checkerboard transparency preview visible behind every frame.