Camera Control
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Style: 8K IMAX. Photorealistic — no 3D render, no game engine, no game-cutscene aesthetic.\nCinematography: Emmanuel Lubezki × Roger Deakins.\nLighting: Natural light only — contre-jour backlight, camera on shadow side, atmospheric haze throughout. Key light from sky and windows only.\nColor: 60:30:10 — dominant / secondary / accent.\nCamera: Physical cine lens. 180° shutter motion blur.\nSkin: Pore-level realism — vellus hair, asymmetric moles, capillary flush, pore-shadow matching on-set light.\nActing: Hollywood — micro-pauses before reactions, precise eye-line, wet living eyes with catch-lights, visible breath and chest rise.\nPhysics: Gravity and inertia respected — mass has real weight, correct contact shadows. No floating props.\nComposition: Rule of thirds + golden ratio. Every person moving from frame one.\nContinuity: Characters, props, environment identical across every cut. No identity drift.\nTechnical: 24fps smooth motion. 8K detail. No jitter.\nAudio: Environmental SFX only. No music. No subtitles.\n\nSUBJECT — <<<580cbf5c-4d9d-48b4-bd6d-ca414ac81650>>>, character matches input 100%, <<<d8cb3bc0-32c8-45bd-a5ea-13fa3c59fc7e>>> can in right hand. By end fully transformed into <<<13ce0872-5dbd-4f81-9d78-bb440b750841>>> — armor assembled mid-air, <<<13ce0872-5dbd-4f81-9d78-bb440b750841>>> matches input 100%. WB 6500K. EPIC transformation. MULTISHOT — fast cinematic cutting, escalating energy across the full 15s.\n\nPRACTICAL VFX — In-camera, practical-effects approach: real metal armor pieces on rigs and wires, real interactive light, real haze and atmospheric particles, real sparks and lens artifacts. The armor assembles from FLYING PIECES OF METAL — solid hard-surface plates, panels and components — that streak in through the air and lock together onto his body, NOT from nano-particles, NOT digital dust. Think practical hero-suit pieces snapping into place with weight and impact, shot for real.\n\nLOCATION — <<<781dadcd-7026-4651-a9a2-181c3fc22064>>> is a STYLE REFERENCE ONLY, not a fixed keyframe. Use it for look, mood, architecture and lighting — a deserted NYC-type avenue in hard midday sun. Seedance freely generates and extends the world; the character TRAVELS through space. Do not reproduce the reference frame 1:1. Keep all motion natural and believable — describe it broadly, real weight and gravity, no broken physics.\n\nACTION —\nSHOT 1 (0:00–0:02) — EXTREME CLOSE, chin to forehead. <<<580cbf5c-4d9d-48b4-bd6d-ca414ac81650>>> takes a deep pull from <<<d8cb3bc0-32c8-45bd-a5ea-13fa3c59fc7e>>>. Hard cut.\nSHOT 2 (0:02–0:03) — Same close framing. Can lowers, eyes snap open sharp and alert (natural, no glow), a wide genuine grin builds, deep inhale, chest rises. He is electric. Hard cut.
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