A high-density 3D toon-style prompt for an cinematic anime sword duel in a cyber-shrine setting, featuring precise character consistency.
High-quality anime imagery. High-density 3D toon/cel-look cinematic high-speed swordplay set in a cyber-shrine. Theatrical-grade key animation, high-quality composite, transparent lighting, dense background art. Evasion, destruction, deflection, counter-attack, and final impact are depicted as a single continuous motion without resetting stances or idling. [References and Character Locking] image1 is the face reference and identity reference. image2 is the outfit reference and full-body reference, including accessories and weapon. If references conflict, face and identity have priority from image1; outfit, full-body design, accessories and weapon have priority from image2. image1 is the reference for the swordsman's face and character identity. Prioritize her soft and delicate small features, 17-year-old age feel, large purple-pink eyes, jewel-like irises, multi-layered white catchlights, thick upper and soft lower lashes, eye size and spacing, golden eye accents, light cheek flush, small mouth, bangs, long pink twin-tails, and purple flower and crystal hair ornaments. Do not use the background of image1. image2 is the reference for the swordsman's outfit, decorations, full body, physique, and weapon. Prioritize a slender silhouette about 160cm tall, dark blue and purple uniform-style layered outfit, gold trim, purple star-shaped brooch, white pleated blouse, purple ribbon tie, belt and waist decorations, purple layered pleated skirt and sheer layers, back ribbon, black tights, purple-black heeled boots with flower decorations, purple katana, diamond-wrapped hilt, star-shaped guard, purple tassel, and the scabbard on the left hip. Do not include image2's character sheet layout, borders, text, white background, or multiple poses in the video. If references conflict, prioritize face, eyes, irises, jaw, bangs, and hair color from image1; prioritize outfit, decorations, physique, silhouette, and katana from image2. Maintain the same person/character identity throughout the video. [Character A / Character 1: Swordswoman Fixed] Only one swordswoman. Do not change her facial features, eyes and irises, hairstyle and hair color, outfit and equipment, physique and silhouette, or the specific color scheme of pink, purple, and gold. Do not allow her to look like an adult, a generic face, or an expressionless Noh mask even during high-speed action or wide shots; maintain both eyes, irises, eyelashes, cheeks, and golden eye accents. The only things that may change are expressions, gaze directed at the enemy, mouth, posture, breathing, and natural hair/clothing delays. Do not hide the face with hair or effects. [Character B / Character 2: Cyber-Oni Sentinel Fixed] Only one Cyber-Oni Sentinel. Do not change its heavy black metal frame, horned mask, two metal claws on both forearms, cyan plasma exhausts, mass (approx. twice the swordswoman), and forward-leaning silhouette. It moves by shifting its center of gravity without slipping, performing horizontal slashes, deflections, pushes, and claw thrusts. Do not change the enemy into a crystal statue, crystal doll, mist, or abstract object. Do not mix traits between Character A and Character B. No face-averaging, outfit swaps, cloning, or extra characters. [Style Fixed] Rendering is 3D toon/cel-look only. Thin and delicate blue-violet colored outlines. Clear 2-3 step cel shading and transparent mid-shadows on face, hair, outfit, and weapons. Key lights and glows use the character's pink/lavender/violet palette; cyan neon is restricted to background/enemy accents. Background is one step darker than the character. High-density highlights, hair, lashes, embroidery, gold trim, ribbons, and jewels. Distinctly depict textures for skin, cloth, leather, metal, wet tiles, and glass. Backgrounds also maintain movie-level density. Avoid thick outlines, flat shadows, generic faces, or mixed styles. 3D toon/cel-look only: fine blue-violet colored linework; two-to-three-step cel shading; a pink, lavender, violet and gold character color palette; layered eye and hair highlights; high-density fine detail and high-density background detail; distinct material roughness for skin, cloth, leather, polished metal, wet roof tiles and glass. No thick outlines, flat single-layer cel shading, generic 3D anime faces, smooth plastic CG, low-detail backgrounds, photorealism, semi-realism, dull colors or style mixing. [Weapon Dimensions, Structure, and Operation Fixed] The swordswoman has five katanas total: one handheld (right hand) and four floating katanas operated by telekinesis. Only one sheath on the left hip. All five must be Japanese katanas with the same dimensions and material as image2. Each katana is approx. 95-105cm total length (70-75cm blade, 23-28cm hilt). Polished dark purple metal blade, straight edge, hamon, tip, star-shaped guard, diamond-wrapped hilt, and pommel. Show the full blade clearly as the primary subject. Four floating katanas start at fixed asymmetrical points behind her (high left shoulder, higher right shoulder, left hip, lower right knee). Keep clear space between the character and swords. She controls them via gaze and finger movements. Glowing effects are limited to fine purple light along the edge/hamon. Linear purple/magenta afterglows appear only during movement. No daggers, light-sabers, or glowing toys. In combat, launch one by one while others remain stationary at their waiting points. Each launch follows a straight path to a single contact point, then a new straight path to a stop. Swords move as rigid bodies. No orbiting, rotating shields, or propellers. During the final maximum collision, all four are used once, arriving from different depths/times. They do not merge or form a cross. Katanas do not multiply, disappear, or penetrate the character. Right hand grips only the hilt behind the guard. Sentinel's weapons are two metal claws integrated into forearms. No katanas for the Sentinel. [Stage] Rooftop temple district at night. Connected wet tile roofs, scaffolding, neon torii, cables, and steel pillars. Thin steam and reflections. Tiles and pillars serve as depth markers. Use close-ups and medium shots to keep character and sword dimensions readable. [Combat Motion Contract] Body mechanics remain readable: supporting leg, center of gravity, hips, shoulder and footwork physically drive every move. Every parry or impact shows a visible pre-contact gap, one named contact point, then reaction force, recoil, hit-stop and sparks only after contact. Continuation uses the momentum and reaction force into the next attack or counter without a neutral reset. [Continuous Action] Start: Swordswoman on mid-ground right facing enemy on left, supported by right leg. Handheld katana in right hand. Four floating katanas stationary behind. Enemy steps in from foreground left. When the enemy slashes, the swordswoman ducks and moves forward. Expression changes from tracking the claw to focused gaze. Roof remains intact until contact; then sparks/tiles/steam burst diagonally. Swordswoman pushes forward, twin-tails and ribbons flowing with a delay. One floating katana launches from lower right knee toward the enemy's claw. Clear gap before contact; single contact point with sparks and hit-stop. The deflected sword hits a steel pillar, which only breaks after contact. The second floating katana from high right shoulder strikes the other claw, opening the defense, then stops at a point upper right. Camera follows low from right to left. Background axis is diagonal. [Clear Mid-Combat Exchange] Enemy turns back and pressures with right claw. Swordswoman parries once with handheld katana while sliding her left foot back. One floating katana from high left shoulder launches straight at the enemy's forearm/claw. It hits, causing sparks and opening a path. Swordswoman passes through and slashes the armor joint once. Causality: pressure -> parry -> floating sword interception -> opening -> character slash -> enemy knee sink. Camera stays mid-shot at hip height. [Final Counter and Maximum Collision] Enemy counters with left claw; swordswoman evades. She slashes the armor joint with the handheld katana while the four floating katanas launch from their points, hitting adjacent spots with slight delays. They do not merge or spin. Shockwaves and pressure surfaces arise only after contact. The enemy is blown back, crashing through a torii into a steel core which buckles. Camera shows the result in the same frame as the swordswoman's face. [Audio] No BGM. Synced foley: boots on tiles, servo sounds, wind, metal clashing, tiles breaking, armor falling, and steel buckling. Exhalations only at key moments. No dialogue. [Important Fixed] Characters are one swordswoman and one Cyber-Oni Sentinel. Katanas consist of one handheld and actual-size flo