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ตัวอย่าง prompt 30วิ Long Take เอาไปลองกันนะครับ ผมใช้บน Migoo 👈Upload ภาพ คาแรคเตอร์+ห้องประชุม ผมทำเป็น JSON นะ ยาวมาก #chatgpt #migoo #howto #prompt ---------- { "title": "Mink Parliament Chamber Extreme Chaos Gunfight Sequence", "duration": "30s", "format": "cinematic_video_prompt", "character": { "name": "Mink", "reference_image": "image1", "identity_rules": [ "Maintain exact facial identity from image1", "Maintain exact hairstyle", "Maintain exact body proportions", "Maintain exact costume continuity", "No identity drift", "No facial morphing", "No duplicated limbs" ] }, "opponents": { "count": "12-18", "type": "Asian male attackers", "age_range": "35-65", "appearance": [ "Asian men in dark business suits", "some gray-haired", "some white-haired", "some receding hairlines", "some bald", "realistic mature faces" ], "weapons": [ "none" ], "behavior_rules": [ "Opponents do not use guns", "Opponents attack physically at close range only", "They rush Mink in relentless waves", "They swarm continuously from front, side, and rear", "They grab, tackle, strike, shove, and crowd Mink constantly", "As one attacker falls back, another immediately fills the space", "They never stand waiting", "They never form a line", "They overlap their attacks so the scene feels packed and chaotic", "They must create nonstop crowd pressure at all times" ] }, "location": { "setting": "grand parliament chamber / government assembly hall", "environment": [ "rows of polished wooden desks", "formal chairs", "desk microphones", "papers and folders", "wide central aisle", "narrow side aisles", "elevated speaker platform", "wood-paneled walls", "polished floor", "warm formal overhead lighting" ], "environment_interaction": [ "use desks as barriers and redirect surfaces", "use chairs as obstacles, collision points, and moving hazards", "use aisles as tight movement corridors", "use steps and platform edges for level changes", "papers scatter everywhere from impacts and movement", "chairs slide, tip, fall, and jam movement lanes", "microphones, folders, and small desk objects shake, slide, or fall", "attackers collide with desks and each other", "the chamber should feel crowded, unstable, and messy", "environmental chaos must intensify the pressure without stopping the action" ] }, "weapons": { "mink_weapon": "realistic handgun", "opponent_weapons": "none", "weapon_rules": [ "Only Mink uses the handgun", "Mink must actively shoot during the fight", "Mink must alternate naturally between shooting and close-range combat", "Mink must fire while moving, turning, evading, pivoting, or transitioning", "After firing, Mink must immediately continue with hand-and-foot combat", "Mink must never stop to pose or hold a static aim", "Use realistic recoil, grip changes, weapon retention, muzzle control, and close-range firearm handling", "Maintain exact handgun continuity throughout the sequence", "No floating weapon", "No duplicated weapon", "No teleporting weapon" ], "weapon_flow": [ "aim", "fire", "sidestep", "evade", "strike", "kick", "pivot", "close-range weapon retention", "grip change", "fire again", "recover", "immediate re-engagement" ] }, "visual_style": { "look": "photorealistic high-end cinematic martial-arts action", "tone": [ "extremely chaotic", "intense", "stylish", "aggressive", "fast", "crowded", "messy", "overwhelming", "cinematic", "unpredictable" ], "motion_quality": [ "realistic human biomechanics", "realistic body weight", "realistic inertia", "realistic balance", "realistic foot placement", "natural acceleration", "natural recovery", "strong continuous momentum" ], "impact_effects": [ "When gunshots hit, show visible dark red-black blood spray or splatter", "Blood should look dense, dark, and cinematic", "Blood effects must be brief and reactive to impact", "Blood should enhance the chaos without covering the choreography" ] }, "core_action_rules": { "continuous_motion": [ "The entire sequence must remain in nonstop continuous motion", "No standing still", "No staring", "No waiting", "No frozen poses", "No static aiming poses", "No turn-based choreography", "No repetitive loops", "No empty space around Mink for long", "Attack pressure must stay constant from start to finish" ], "combat_mix_rules": [ "Mink must shoot and fight in constant alternation", "Gunfire must be integrated into the choreography", "Mink must keep moving while firing", "Mink must keep attacking while repositioning", "Every shot, strike, kick, pivot, sweep, dodge, or shove must create the next movement", "The scene must feel overwhelmed by bodies constantly rushing in", "There must always be another attacker entering or closing distance" ], "hand_techniques": [ "fast hand combinations", "forearm blocks", "hand parries", "palm strikes", "elbows", "arm redirects", "close-range control", "weapon-hand retention" ], "foot_techniques": [ "rapid footwork", "low kicks", "mid-level kicks", "high kicks when appropriate", "spinning kicks", "leg sweeps", "pivots", "evasive steps", "slides", "rolls", "immediate recovery" ], "movement_design": [ "forward", "side", "rotate", "backward", "drop low", "rise", "drive forward again" ] }, "camera": { "core_rule": "Camera must continuously move with Mink and the crushing crowd pressure", "techniques": [ "continuous tracking", "front tracking", "rear tracking", "side tracking", "tight orbit", "180-degree orbit", "whip pan", "brief close-up", "low angle", "fast perspective shifts" ], "camera_behavior": [ "When Mink accelerates, the camera accelerates", "When attackers flood in, the camera compresses the scene and follows the chaos", "When Mink changes direction, the camera arcs or whip-pans sharply", "When Mink drops low, the camera drops with the motion", "When Mink rises, the camera rises with the motion", "Use brief close-ups for gunfire, recoil, grip changes, and close-range weapon retention", "Immediately return to full-body choreography", "Minimal static camera", "Do not hide action with random cuts", "Frame the action so the crowd always feels dangerously close" ] }, "editing_rhythm": { "pattern": [ "FAST", "IMPACT", "FAST", "DIRECTION CHANGE", "COLLISION", "FAST AGAIN" ], "rule": "No slow motion. Keep the rhythm aggressive, compressed, crowded, and continuously escalating." }, "timeline": { "0:00-0:04": { "section": "INSTANT FLOOD OF ATTACKERS", "action": [ "Mink is already moving through the parliament chamber.", "A dense wave of Asian men in suits rushes in immediately from multiple directions.", "Mink uses a handgun while sidestepping the first rush.", "Mink fires a quick opening shot during movement.", "Show a brief dark red-black blood hit effect.", "Before that attacker even drops back, another closes in from the side.", "Mink parries the arm, drives a hand strike into the next attacker, pivots around a desk, and keeps moving with no pause.", "The frame should already feel crowded and unstable." ], "camera": [ "fast front tracking", "whip pan into the first gunshot", "tight side tracking through the aisle" ] }, "0:04-0:08": { "section": "WAVE AFTER WAVE PRESSURE", "action": [ "Three or more attackers crash into Mink's space almost at once.", "Mink fires a tactical shot while slipping sideways through the pressure.", "Show a short dark red-black blood burst on impact.", "Mink instantly ducks a swing, elbows one attacker, kicks another in the torso, and shoves a third into a chair.", "A chair slides across the floor and another attacker trips through the clutter.", "As Mink creates a gap, new attackers immediately fill it.", "No pause after shooting." ], "camera": [ "side tracking", "brief close-up on recoil and muzzle direction", "immediate return to crowded wider action" ] }, "0:08-0:12": { "section": "SURROUNDED FROM ALL SIDES", "action": [ "Attackers swarm from both aisles and the rear at the same time.", "Mink fires again while backing one step, then instantly surges forward into the closest gap.", "Show dark red-black blood accents on the hit.", "Mink parries a grab, lands a palm strike, rotates, and delivers a mid-level kick.", "Another attacker grabs from behind.", "Mink breaks free with a back elbow, turns sharply, and pushes through a side aisle.", "Papers scatter everywhere as desks and bodies collide.", "The pressure must feel relentless and layered." ], "camera": [ "rear tracking", "180-degree orbit", "whip pan on the sudden turn" ] }, "0:12-0:16": { "section": "CRUSHED SPACE COMBAT", "action": [ "Mink is crowded at very close range by multiple attackers.", "Keep the handgun tight in realistic close-range retention.", "Mink blocks an incoming arm, fires a quick close-range shot, and follows instantly with a knee strike.", "Show a tight dark red-black blood burst on impact.", "Mink shoves one attacker into two others, causing chain-reaction collisions.", "A chair tips over, a microphone falls, and folders scatter across the floor.", "Mink sweeps a leg, rises immediately, and drives into the next attacker before the crowd can reset." ], "camera": [ "tight orbit", "low-angle close combat tracking", "aggressive camera close to the bodies" ] }, "0:16-0:20": { "section": "FORWARD DRIVE UNDER CONSTANT SWARM", "action": [ "More attackers pour in with no relief.", "Mink ducks under a wide strike, turns through a spinning kick, and recovers directly into another shot.", "Show realistic recoil and a brief dark red-black blood impact.", "One attacker crashes into a desk while another lunges over a chair.", "Mink pivots off the clutter, strikes again, and keeps moving before anyone fully falls away.", "The crowd must feel like it is collapsing inward around Mink." ], "camera": [ "low-angle arc", "camera circles Mink during the turning movement", "fast tracking continues without any slow motion" ] }, "0:20-0:24": { "section": "CHAMBER-WIDE ESCALATION", "action": [ "Mink drives through the central aisle toward the speaker platform while attackers converge from both sides.", "Mink fires one or two quick shots while weaving through bodies.", "Show brief dark red-black blood impacts where shots land.", "Mink immediately follows with hand parry, elbow, low kick, pivot, and shove-through movement.", "One attacker slams into a desk.", "Another flips over a chair.", "A third gets knocked into two more attackers.", "There must be no breathing room at all." ], "camera": [ "continuous tracking", "whip pans between incoming attackers", "wider frame as the chamber pressure expands" ] }, "0:24-0:27": { "section": "MAXIMUM CROWD CHAOS", "action": [ "The chamber erupts into maximum chaos as multiple attackers rush simultaneously from overlapping angles.", "Mink fires while moving laterally through a narrow gap.", "Mink instantly ducks another attack, counters with a palm strike, sweeps a leg, slides through a gap, rises, and strikes again.", "Bodies crowd the frame, chairs slide, papers fly, and attackers keep crashing into each other.", "As soon as one threat is pushed back, another arrives immediately.", "The scene should feel overloaded, compressed, and dangerously busy." ], "camera": [ "fast side tracking", "tight moving orbit", "brief recoil close-up", "immediate return to full-chaos framing" ] }, "0:27-0:30": { "section": "CONTINUING FINISH UNDER PRESSURE", "action": [ "Mink fires another quick shot while turning through the central aisle.", "Show a final brief dark red-black blood impact.", "Mink instantly redirects an incoming attacker, lands a final flowing strike sequence, and keeps rotating toward the next threat.", "More attackers are still rushing in even at the end.", "Do not end on a static hero pose.", "End with Mink still moving, still surrounded, and still fighting through the swarm.", "Cut to black while the motion and crowd pressure are still continuing." ], "camera": [ "dramatic moving low-angle arc", "tracking finish through active motion", "cut to black during movement" ] } }, "continuity": { "character": [ "Maintain Mink's exact identity from image1", "Maintain facial consistency", "Maintain hairstyle continuity", "Maintain body proportion continuity", "Maintain costume continuity" ], "weapon": [ "Maintain exact handgun type", "Maintain correct hand holding the handgun", "Maintain correct weapon continuity during movement and firing", "No disappearing or duplicated handgun" ], "action": [ "Every movement must lead directly into the next movement", "The end position of one move becomes the start of the next", "No teleporting between positions", "Maintain believable spacing, collisions, and crowd interaction" ] }, "physical_motion_rules": [ "Every block must visibly intercept motion", "Every redirect must visibly change direction", "Every shot must show believable firearm handling and recoil", "Every kick must show realistic hip and leg rotation", "Every sweep must affect balance naturally", "Every slide must show friction", "Every roll must carry momentum", "Every landing must show body weight", "Every recovery must immediately continue the fight", "No weightless movement", "No impossible body twisting" ], "vfx": [ "natural motion blur", "realistic clothing movement", "realistic hair movement", "papers scattering heavily", "chairs shifting, tipping, or falling", "small desk objects sliding or vibrating", "dark red-black blood effects on gunshot impacts", "subtle handheld vibration on major impact beats", "VFX must enhance movement but never hide choreography" ], "negative_prompt": [ "no guns used by opponents", "no frozen poses", "no idle moments", "no waiting attackers", "no turn-based choreography", "no repetitive loops", "no static aiming pose", "no slow motion", "no static combat camera", "no random cuts hiding action", "no identity drift", "no facial morphing", "no duplicated limbs", "no floating weapon", "no duplicated weapon", "no teleporting characters", "no impossible body twisting", "no subtitles", "no on-screen text", "no background music unless requested" ], "core_directing_principle": "CAMERA MUST MOVE. MINK MUST KEEP MOVING. ONLY MINK USES THE HANDGUN. THE ASIAN ATTACKERS MUST RUSH IN CONTINUOUSLY IN RELENTLESS WAVES FROM ALL SIDES. MINK MUST SHOOT AND FIGHT IN ALTERNATION WITH NO PAUSE. THERE MUST BE NO SLOW MOTION. GUNSHOT HITS SHOULD SHOW BRIEF DARK RED-BLACK BLOOD EFFECTS. THE ENTIRE SCENE MUST FEEL OVERCROWDED, MESSY, AGGRESSIVE, CHAOTIC, AND UNSTOPPING." }