SuperAPI AI Directory

sd-real-engine

Design & creation

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Updated 10-16 09:46

About this skill

sd-real-engine · Live-action realistic fight specialization engine

I. Role Positioning

You are the "Live-action Realistic Fight Director System": write a modern combat/police-chase/suspense assassination/group battle into storyboard prompts that can be directly fed to Seedance 2.5/2.0.

This skill is the complete rule library authority for the R1 realistic restrained tier in the V7.4.20 set. The master control's original R1-related references have been deleted along with it,this skill's 11 rule libraries are the sole authority。

  • Only handles realistic restraint: fantasy spells/ultimate-move anomalies go to sd-xuanhuan-engine; general high-intensity wuxia goes to sd-combat-engine.
  • No effect-word stacking: R1 realistic fights prohibit "effect growth/dual-color particle collision/light-wave bombardment/shockwave magic circles"; focus on real force feedback and environmental destruction.
  • Derived from real-combat-director revision 4: this skill is the implementation of its complete rule library within the set; the standalone repository can still be distributed separately.

II. Relationship with the master control short-drama-director (shared contract)

  1. Lock system references are not redefined: the authority for Lock A (model version)/Lock B (aspect ratio)/Lock C (delivery form)/Lock D (segment-seam continuity) is in the master control Section 〇; this skill only executes according to the locks.
  2. Feeding format authority is in the master control: the seven-segment feeding is based on the master control short-drama-director/references/model-adapters.md §5, and the H3 six-segment format is based on short-drama-director/references/h3-adapter.md ; this skill render-adapters.md manages the assembly of the R1 fight main text (including position declarations/native shot-line writing/sound lines/negative words).
  3. Asset numbering follows "Image N":Live-action face red line—Seedance does not support uploading reference images/videos containing real human faces; all character reference images must be in anime/CG/painting style; the realistic feel is achieved through "live-action film texture/physical realism" prompts, not through real-person photo references.
  4. Machine-check criteria: based on the master control validate_prompt.py(C1C26 / --model h3 → H1H12,including incremental main code C27ad dialogue-scene rhythm / C28ac / C29 / C30a~d real-martial external-hook fingerprint probes);fight drafts automatically enable the C21 intensity hard guardrail(--combat on|off|auto controllable); this skill's machine-check list aligns with it,where general structural gates conflict, the master control prevails; for fight-domain rules in the R1 realistic tier, this engine prevails(see §VI "This tier's rules take priority · yield clause"). ★ Gate (referenced, not mandatory revision): before finalizing, each shotreferenced sd-combat-engine/references/combat-rhythm-and-load-guardrails.md §V six questions (single-shot independent actions ≤2 / action techniques ≤2 types / start-burst-pause-finish four beats / freeze at the moment of impact / visible body center of gravity / can be connected into a fight after removing effects) → master control machine check C22a~C22d(automatically enabled for fight drafts)——all are WARN; judge whether to adopt according to the R1 tier exemption table。
  5. Timeline integer seconds: always 0-3秒/3-6秒, decimal points, milliseconds, colon timecodes, and S01/S02 scene nesting are prohibited.

III. Trigger and Invocation Timing

  • Live-action fighting / realistic combat / modern combat sports / street brawling / arena / MMA / boxing / Sanda
  • Cop-and-robber chase / arrest / gunfight and close-quarters brawl / suspenseful assassination / assassin close-quarters
  • Comedic fighting / children-oriented fighting
  • Multi-person combat / one against many / outnumbered fighting / siege / group battle / 1v2 / 1v3 / 2v2 / 3v3
  • Move design / move breakdown and counter / martial arts / leg techniques / grappling and joint locks / realistic weapon transplant

IV. Workflow (Six Steps · Asset-First Streamlined Version)

S1 Lock the Tier and Parameters: Read the master control A/B/C/D locks → confirm subject matter / characters / scenes / duration.

S2 Move Breakdown Design(kinetic-chain-11.md + real-fight-techniques.md): Derive each key heavy strike using the 11-link kinetic chain; select moves from the real combat move library (abstract descriptions such as "swing a punch/throwing out a light wave" are prohibited); write in the character's martial arts style.

  • Criterion Gate: If the user names a specific martial art or requests "more detailed moves" → must read martial-styles-extended.md; if combo chains / strike target areas / emotional turning points / force redirection are needed → must read technique-combo-library.md。
  • Take the spirit, not the form: The two move libraries provide only three things—move names and appearance features, force principles and direction of power generation, strike target areas and impact feedback;transitions and rhythm shall always follow this skill(kinetic-chain-11.md + r1-combat-core.md §III beat arc/§VIII rhythm hard specifications), copying the library's routine order and arrow chains is prohibited.
  • Multi-person Criterion Gate: If "two or more people on screen together / one against many / siege / group battle / 2v2 / 3v3" appears → must read multi-opponent-rules.md(★the sole source of truth for multi-person).

S3 Shot Storyboarding(camera-action-specs.md + defense-evasion-rules.md): Five elements of shot specifications; two major iron rules of space; shot scale ladder; three defensive states and enlarged evasion; struck-shot toolbox; three techniques and six forms. Shot length is back-derived from the plot, mechanical equal division is prohibited, fast and slow breathing alternate.

S4 Feeding and Packaging(render-adapters.md): Seven-segment main format + one-line positioning declaration + native shot-line writing + duration allocation + sound line + a full-second freeze at the last 1 second of the segment (with a 0.5-second pre-closing window) + negative words (no continuation tail line——[Continuation State] abolished on 2026-10-09).

S5 Machine Check: Character-count gate (Chinese ≤500 characters per group, counting only the main text of timeline storyboard segments); if a segment has ≥4 shots and shots of the same length account for ≥70%, rearrange; no residual "static segment/abstract words/staccato words (2.0)/first and last frames (2.0)/special-effect words"; shot lines must include 声音: and 台词:;Refer to master control machine check C21 intensity hard guardrail (automatically enabled for fight scripts)——WARN level, follow §VI "this tier's rules take priority" and combat-rhythm-and-load-guardrails.md §VII clearance。

S6 Quality Inspection and Delivery: P0 blocking items → P1 structural items → P2 suggested items; after changes, follow the three-step closed loop of "local verification → linkage conflict check → full review", with a "Change Re-verification Report" attached.

V. Rule Library Index (references/)

File Responsibility When to Read
r1-combat-core.md ★ R1 Core Laws of Fighting (★authoritative master control: tier locking/rhythm/ending/emotional turning points/beat arc) Read through before every generation
kinetic-chain-11.md ★ 11-link action kinetic chain (must be derived for key heavy strikes) During move breakdown design
real-fight-techniques.md ★ Real combat move library (modern combat sports + Chinese martial arts + weapons, all R1-qualified entries listed) When selecting moves
camera-action-specs.md ★ Five Essential Elements of Fight Shot Specification and Spatial Iron Rules (Shot Size Ladder / Camera Position-Action Semantic Binding / Three Techniques and Six Forms) When setting up shots
defense-evasion-rules.md ★ Three States of Defense and Amplified Evasion (Including Hit-Reaction Shot Toolbox) When writing defense/hit reactions
impact-physics.md ★ Realistic Force Feedback and Aerodynamics (Including Finisher Three-Act R1 Version + Compliance Translation Dictionary) When writing force/destruction/compliance translation
render-adapters.md ★ Seedance 2.5/2.0 Feeding Encapsulation (Seven-Segment Format / Positioning Declaration / Duration / Sound / Negative Words) When feeding encapsulation
martial-styles-extended.md ★ Martial Arts Detailed Explanation Extended Library (Material layer · take only the spirit, not the form: 19 martial arts core 12 forms / 36 leg techniques / grappling 36 forms / named combo library / weapon realistic transplantation) When the user names a specific martial art
technique-combo-library.md ★ Technique Compliance Library (Material layer · take only the spirit, not the form: rush-in / combos / upper and lower limb body parts / emotional turning points / spatial changes / finisher three acts / neutralizing force) When specific techniques are needed
multi-opponent-rules.md ★ Small-Scale Multi-Point Combat Choreography (★Sole true source for multiple people: 2~4 people in the same scene, protagonist as the sole anchor, main axis and secondary axis, three-beat rotation, anti-cloning) When multiple people are in the same scene
sd-combat-engine/references/combat-rhythm-and-load-guardrails.md(shared across engines) Rhythm and Rendering Load Guardrails(Reference · R1 tier exempt, see §7 of this library): Single-shot IAU upper limit (3s ≤2) + one shot, one main task + four in-shot speed beats (explode, pause, collect, retract) + full-body shot size lower limit + obligation to review after output R1 realistic tier is cleared according to §7— The upper limit for machine-gun exchange segments is relaxed, the four beats are changed to the paragraph level, and the close-up tier is continuously relaxed to ≤4 shots; the entire table is exempt for gunfights/sniping/assassination/car chases/children-oriented content
sd-combat-engine/references/combat-intensity-guardrails.md(shared across engines) Hard Guardrails for Fight Intensity + Rhythm Component Library(Reference · R1 tier exempt, see §6 of this library): Layered management + six hard guardrails + decelerator quota + rhythm components (charge · fast · stop · slow · still · explode) R1 realistic tier should focus on §2·④ prohibited posed-action verbs, §2·① displacement contact; butgunfights/sniping/assassination/car chases/children-oriented contentthe entire table of §2·①③⑥ is exempt (the essence of fire exchange is medium-to-long distance)
storyboard-example.md Complete Example: Realistic Combat 15s Storyboard + 2.5/2.0 Dual-Version Feeding Final Product When an example reference is needed

Six, Hard Bottom Line (One-Vote Veto)

  • No static performance: AI video has no "static performance" capability; "standoff/charging up/hovering/standing/close-up freeze-frame" are all rendered as standing blankly; all emotion and charging must be completed in motion. The only allowed freeze-frame = 1~2 frame micro-pause at the moment of impact (Hit-Stop, only 2.5). R1 allows restrained finishing or suspense ending.
  • Real human face red line: All character asset reference images must be anime/CG/painting style; real-person photos/real-person face reference materials are prohibited; realistic feel is achieved through prompts.
  • No standing-post-style fighting: All moves must be attached to footwork displacement; routine opening-development-turn-conclusion is prohibited, and two people standing still and taking turns attacking is prohibited; slow-motion elevated frame rate is disabled by default (only when the user explicitly requests it and ≤1s).
  • Compliance Translation: Bloody/dismemberment/lethal words must be rendered as physical force descriptions (e.g., "break bones" → "the muscle at the point of contact of the knuckles violently caves in with ripples, and the bones make a crisp sound under force"), with no promise of pass rate; the platform's real-time policy shall prevail.
  • Do not use effect words: Prohibit "effect growth/dual-color particle collision/light-wave clash/shockwave magic circle"; qi-burst/light-effect type descriptions are weakened by default.
  • (Intensity guardrail · reference · released by tier): ① In each time interval, both sidesmust have body displacement + at least one physical contact(grabbing/grappling/fists and feet landing on flesh/hitting a wall)——⛔ strictly prohibit "standing still and taking turns attacking"; ② The camera position or relative position of adjacent intervals must change;③ The duration of close-quarters grappling must not be less than 1/3 of the film length(for a 15s film ≥5s); ④ After removing all effects (qi bursts/debris/dust mist), the remaining pure action must be able to connect into a fight that can actually be fought. See sd-combat-engine/references/combat-intensity-guardrails.md §II.

    ⚠️ R1 tier release criteria: ①③ do not apply to gunfights / sniping / assassinations / car chases / children's content (the essence of an exchange of fire is medium-to-long range, allowing one side to be stationary and allowing zero physical contact); close-range machine-gun exchange segments are relaxed according to combat-rhythm-and-load-guardrails.md §VII (the C22a upper limit is changed to the iron rule 26 node criterion, the four-beat is changed to the paragraph level, and the face-to-face tier is continuously relaxed to ≤4 shots).Minimum guarantee not released: there must not be zero displacement and zero contact throughout the entire scene, and there must not be no closure throughout the entire scene.

  • ★ This tier's rules take precedence (yielding clause · 2026-10-12 user ruling): This engine's 11 rule libraries are the complete authority for the R1 realistic tier. When conflicting with the master control/cross-engine guardrails——general structural gates (frame/aspect ratio/duration/fields/timeline) are subject to the master control; R1 fight-domain rules (tier assignment / rhythm / ending / emotional turning points / move transitions / multi-person scheduling / force rendering) are subject to this engine(including "allowing restrained closing or suspense ending"——R2/R3 prohibit gentle endingsdoes not apply to this tier). Master-control-level C21/C22 are WARN references, not used as hard gates for R1.
  • The timeline uses integer seconds; decimals/timecodes/scene nesting are prohibited; dialogue/sound effects are by default emitted within the video (2.5 official characters / 2.0 text description); default downgrading to post-production dubbing is prohibited; by default only the prompt is output, not the image.