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Muse Video Prompt Format lock: Aspect ratio 16:9 (source 1920×1080, 24 fps; ge… · @sandmrk · TwKit

@sandmrk

Muse Video Prompt Format lock: Aspect ratio 16:9 (source 1920×1080, 24 fps; generate at 1920×1080, 30 fps) — the output MUST use exactly this 16:9 horizontal ratio; no cropping, no reframing, no letterbox change. Master (include with every clip): Identity blocks (reuse verbatim in every clip): - THE WORKER: a young woman fighter; very long white hair in one huge high ponytail that streams behind her like a banner; heterochromatic eyes — left eye red, right eye teal — and in battle mode both eyes flare red; fair skin, fine doll-like features; a black combat bodysuit with white armor plates on the shoulders and forearms, thigh-high boots with blue thruster flames, small clock-hand and gear ornaments at her ears. She is fast, aerial, and utterly unsmiling in combat — her only expressions are focus, one beat of shock in Clip 1, and calm certainty in Clip 5. - THE FOREMAN: a giant mech about four times her height; black-and-white armor; its head is a round clock face — white dial, black Roman numerals, two red hands crossed in an X — already cracked from the start and cracking further as the fight goes on; a red glowing core in its chest; small clock dials embedded in its shoulders and arms; it wields an oversized black briefcase as a bludgeon and carries one golden twin-bell alarm clock as its trump card. World & scenes: a futuristic coastal megacity built around colossal clocks — a standing giant clock monument, a clock tower, luminous gear rings turning in the sky; the main battlefield is a wide elevated highway; the arena is the face of a horizontal giant clock, a dial so wide (about 20 times her height across) that both fighters stand on it like pieces on a board. Every clock in the city shows the pressure of a Monday morning; the sky is bright blue noon, the light hard and clean. CAMERA — transcribed from the original: game-cinematic action coverage — wide establishing shots that dwarf her against the clocks, fast tracking shots riding her flight, whip cuts to face close-ups at decision beats, one long slow push-in reserved for the bow draw in Clip 5; impacts land on brief speed-ramps and debris bursts, never on long slow motion. THE RHYTHM & FORCE: a boss fight in six escalating exchanges — duel, reveal, chase, arena volley, the alarm-clock gambit, the execution shot. Every hit must show its cause and its cost: armor dents, the dial cracks wider, the road craters, her ponytail whips a half-beat after each turn. Scale is the argument — time is enormous and she is small, and she wins anyway. If the mech ever moves like a weightless cartoon, or she like a posing model, it is wrong. EMOTION ARC: pure combat focus; one flicker of shock when the boss's clock face is revealed (Clip 1); the temperature drops at the draw (Clip 5) — breathing slows, heterochromatic eyes steady over the arrowhead; the ending is not triumph but quiet — the tower falls and she is already looking past it. Props & damage chain (do not break): the briefcase is intact until the end; the boss's dial head starts with one crack (Clip 1) and gains cracks in Clips 3–4; the alarm clock appears only in Clip 3, is armed in Clip 4, and is gone after the blast; her bow does not exist until she forms it from ice-blue lightning in Clip 3, dissolves after each volley, and is formed once more, larger, in Clip 5. Lighting & grade: bright noon sun, blue sky, white clouds; CG render with cinematic polish — chromatic fringing on the fastest whip pans, debris and petal-like paper scraps drifting in the air; cold blue energy against the city's warm white stone and red warning lights. Sound: battle SFX only — thruster roars, metal impacts, energy charge and release, collapsing masonry, wind; her breathing at the draw; no dialogue, no music.

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