Interactive Variables Playground
Customize the dynamic variables below to test real-time interpolation before copying.
Pre-Filled Template
### 1 · Core theme
`anime character reimagined as live-action | photoreal materials and physics | preserved silhouette + signature traits | cinematic grade | no cosplay cheapness, no CG plastic, no cel shading`
### 2 · Character & scene
**Character (translate the medium, keep the silhouette):** a real human
with the readable [Silhouette] and [Signature] that identify the
character — but rendered fully real: **real skin with pores and faint
texture, real hair (individual strands, not a helmet), real woven fabric
with weight and wrinkles, [Prop] as actual worn metal.** Drop every 2D
cue — no cel shading, no flat anime eyes, no impossible hair gravity.
Eyes and proportions human, not enlarged.
**Imperfections (this is what separates "real" from "cosplay"):** skin
sheen and stray flyaway hairs, fabric creased and a little worn, a real
scuff on the [Prop], faint sweat. Cosplay looks new and posed; real
looks lived-in.
**Material-translation checklist (swap each 2D cue for its real-world
equivalent — this is the core move):**
- cel-shaded skin → real skin with pores + subsurface scattering
- flat anime hair → individual strands that move with the air
- enlarged flat eyes → human-proportioned eyes with real catchlights
- drawn ink outline → no outline; real depth, shadow and contact
- flat colour fill → woven fabric with weight, real metal with wear
**Scene:** [World], [Palette] carried into the real lighting.
### 3 · Atmosphere & quality
Shot on ARRI Alexa with vintage primes, cinematic grade in [Palette].
Real-world physics on everything — cloth swings and settles with weight,
hair moves with air, light wraps real skin. Filmic grain. The goal is
"a still from a live-action film adaptation," not a render or a con photo.
### 4 · Camera rules
A slow, deliberate reveal — push or arc that lets the real materials read.
- *Breathing:* "Handheld shot. Throughout, maintain an extremely subtle,
breath-like camera float to enhance presence."
- *Sound:* No score. Production audio only — rain on stone, fabric shift,
the scrape of [Prop], ambient world tone.
### 5 · Storyboard (3 beats, ~10s)
```
0–3s · Detail (sell the realism in close-up)
Action: Macro on real skin / a flyaway hair / the woven fabric / the
scuffed [Prop] — the textures that say "this is real."
Camera: Slow push on the detail, shallow focus.
3–7s · The silhouette (now we recognise them)
Action: Pull to reveal the full [Silhouette] in [World] — the shape
and [Signature] make the character readable, but every surface
is real.
Camera: Slow arc, breath-float, rain and air moving cloth and hair.
7–10s · A held look (restrained close)
Action: A small, human expression — a breath, a glance, no anime pose.
Close: No power-up glow, no logo, no flashy hero stance. Just a real
person who happens to be that character, standing in real rain.
```
### Negative prompt (Seedance / Kling — paste into the dedicated field)
```
cel shading, anime shading, flat 2D look, cartoon, enlarged anime eyes, impossible hair gravity, plastic CG skin, doll-like face, cosplay wig look, cheap costume, brand-new unworn fabric, oversaturated colors, glossy render, video-game look, watermark, text overlay, logo, distorted face, extra fingers, melting/morphing geometry, frame flicker, jarring hard cuts, lifeless locked-off camera
```
---Raw Template with Variables
### 1 · Core theme
`anime character reimagined as live-action | photoreal materials and physics | preserved silhouette + signature traits | cinematic grade | no cosplay cheapness, no CG plastic, no cel shading`
### 2 · Character & scene
**Character (translate the medium, keep the silhouette):** a real human
with the readable {{silhouette}} and {{signature}} that identify the
character — but rendered fully real: **real skin with pores and faint
texture, real hair (individual strands, not a helmet), real woven fabric
with weight and wrinkles, {{prop}} as actual worn metal.** Drop every 2D
cue — no cel shading, no flat anime eyes, no impossible hair gravity.
Eyes and proportions human, not enlarged.
**Imperfections (this is what separates "real" from "cosplay"):** skin
sheen and stray flyaway hairs, fabric creased and a little worn, a real
scuff on the {{prop}}, faint sweat. Cosplay looks new and posed; real
looks lived-in.
**Material-translation checklist (swap each 2D cue for its real-world
equivalent — this is the core move):**
- cel-shaded skin → real skin with pores + subsurface scattering
- flat anime hair → individual strands that move with the air
- enlarged flat eyes → human-proportioned eyes with real catchlights
- drawn ink outline → no outline; real depth, shadow and contact
- flat colour fill → woven fabric with weight, real metal with wear
**Scene:** {{world}}, {{palette}} carried into the real lighting.
### 3 · Atmosphere & quality
Shot on ARRI Alexa with vintage primes, cinematic grade in {{palette}}.
Real-world physics on everything — cloth swings and settles with weight,
hair moves with air, light wraps real skin. Filmic grain. The goal is
"a still from a live-action film adaptation," not a render or a con photo.
### 4 · Camera rules
A slow, deliberate reveal — push or arc that lets the real materials read.
- *Breathing:* "Handheld shot. Throughout, maintain an extremely subtle,
breath-like camera float to enhance presence."
- *Sound:* No score. Production audio only — rain on stone, fabric shift,
the scrape of {{prop}}, ambient world tone.
### 5 · Storyboard (3 beats, ~10s)
```
0–3s · Detail (sell the realism in close-up)
Action: Macro on real skin / a flyaway hair / the woven fabric / the
scuffed {{prop}} — the textures that say "this is real."
Camera: Slow push on the detail, shallow focus.
3–7s · The silhouette (now we recognise them)
Action: Pull to reveal the full {{silhouette}} in {{world}} — the shape
and {{signature}} make the character readable, but every surface
is real.
Camera: Slow arc, breath-float, rain and air moving cloth and hair.
7–10s · A held look (restrained close)
Action: A small, human expression — a breath, a glance, no anime pose.
Close: No power-up glow, no logo, no flashy hero stance. Just a real
person who happens to be that character, standing in real rain.
```
### Negative prompt (Seedance / Kling — paste into the dedicated field)
```
cel shading, anime shading, flat 2D look, cartoon, enlarged anime eyes, impossible hair gravity, plastic CG skin, doll-like face, cosplay wig look, cheap costume, brand-new unworn fabric, oversaturated colors, glossy render, video-game look, watermark, text overlay, logo, distorted face, extra fingers, melting/morphing geometry, frame flicker, jarring hard cuts, lifeless locked-off camera
```
---