TokiToki Internal
Atlas + S3
All runs
CompletedComfyUI

604ff4df-fad6-4586-87c9-b76599144615

Queued
Aug 18, 2026, 04:10 PM
Completed
Aug 18, 2026, 04:14 PM
Execution time
3m 48s
Outputs
1 · 8.0 MB
Inputs
1
Cached nodes

Outputs

1

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timeline_00135_.mp4

node 12 · 8.0 MB

Text prompts

2
Promptnode 11 · SeedanceV2Video · promptSeedance 2.0 Video

SCENE CONTEXT A dusty battlefield clearing at dawn, several villagers bound together with rope at the roadside, terrified and huddled. A lone warrior stands between them and a group of ash-skinned enemy fighters, gripping a blood-crusted mace, ready to cut them down before they reach the hostages. ACTIVE REFERENCES <IMAGE_1>: the warrior — muscular black-haired bearded man, red tilak mark on forehead, blood spatter on cheek, wearing a carved silver muscle-cuirass over chainmail sleeves, gold-trimmed crimson dhoti, leather vambraces, worn leather boots. 100% matches the reference. <IMAGE_2>: the enemy fighters — ash-grey-black painted skin, wild matted hair, ragged fur-and-leather tunics, bone necklaces and armbands, carrying curved blades and spears, snarling and mid-charge. 100% matches the reference. <IMAGE_3>: the warrior's mace — aged bronze haft, heavy round bludgeoned head studded with gold rivets, streaked with dried and fresh blood. This is the exact weapon the warrior wields throughout. 100% matches the reference. LOCATION MAP Open dirt battlefield stretching back into thick pale dust and smoke, hazy sunlight bleeding through from directly ahead. Foreground: bare packed earth, coiled rope, a dropped shield in the dirt. Midground: the warrior standing his ground, two ash-skinned enemies directly ahead of him — one raising a curved blade overhead mid-swing, one gripping a spear at his side, both snarling, more enemies fighting and scattered further back in the haze. Background right: the roped villagers — a woman, a child, an older man — bound together, flinching back from the violence, with a burning cart and a knocked-down banner smoldering behind them. Background left and center: distant clashing figures, torn flags, drifting smoke, an arrow crossing the sky. Light comes low and diffuse from ahead of the warrior, rim-lighting his shoulders and the chainmail collar. FIRST FRAME / BLOCKING Warrior fills the lower-center of frame from behind, three-quarter back to camera, broad shoulders squared, blood-streaked cuirass catching the light. His right arm hangs loose at his side, the mace gripped low and ready. Directly ahead of him, at conversational distance, the two lead enemies are frozen at the top of their aggression — blade raised, spear cocked — about to close the gap. The roped villagers are visible past the warrior's right shoulder, pressed together, one covering the child's eyes. Nothing in the frame is static — dust drifts, flags ripple, fire flickers in the distance. FORMAT MODE Timed multishot. HARD CUTs only at the stated seconds, the camera does not cut on its own. 0.0s to 2.5s — CUT 1 0.0s: opening frame as described above; warrior's eyes narrow, he shifts his weight forward and starts to bring the mace up. 1.2s: the blade-wielding enemy lunges in at 25 km/h, sword arcing down; warrior pivots his hips and swings the mace up to meet him. 2.4s: mace head connects under the enemy's ribs, body lifts off the ground, blood bursts outward in a fine spray. 2.5s HARD CUT 2.5s to 5.5s — CUT 2 2.5s: warrior wrenches the mace back, momentum spinning him toward the spear-wielding enemy now thrusting in. 3.4s: he steps inside the spear's reach, drives his shoulder into the enemy's chest to knock the thrust off-line. 4.6s: the mace whips sideways into the enemy's temple, head snaps hard, body crumples into the dust, spear clatters away. 5.5s HARD CUT 5.5s to 9.5s — CUT 3, wide multishot 5.5s: three more ash-skinned enemies break from the haze behind, converging from both flanks with blades raised. 6.5s: warrior catches one blade on the mace haft, wrenches it aside, and drives the mace head into the attacker's chest. 7.6s: warrior rotates low, sweeps the mace across the legs of the next attacker, the man's feet fly out from under him. 8.6s: warrior reverses grip and slams the mace head into the last attacker at close range, the impact throwing him back into the smoldering wreckage. 9.5s HARD CUT 9.5s to 12.5s — CUT 4, slow motion 9.5s: real-time drops to slow motion, one final enemy roars and charges from dead ahead at 15 km/h. 10.5s: warrior sidesteps, mace trailing an arc of blood droplets suspended in the air. 11.8s: the mace connects across the enemy's jaw, sweat and blood scatter in a wide radial spray frozen mid-flight, body rotates off its feet. 12.5s HARD CUT 12.5s to 15.0s — CUT 5, real-time 12.5s: speed returns to real-time, warrior lands square on both feet amid the fallen bodies, chest heaving, mace hanging heavy at his side dripping blood onto the dirt. 13.5s: he turns his head back toward the roped villagers, eyes still burning with adrenaline, a fresh drop of blood rolls from his brow. 14.5s: villagers exhale, the child peers out from behind the woman's shoulder; warrior stands firm between them and the smoke-hazed battlefield. 15.0s end. OPTICS CUT 1: MS, 47° FOV. CUT 2: MS, 47° FOV. CUT 3: WS, 63° FOV. CUT 4: MCU-to-MS, 29° FOV. CUT 5: WS, 63° FOV. No drift mid-segment on any cut. CAMERA Handheld at chest height, 1–2cm tremor, operator anchored on the shadow side circling right-to-left across the sequence, always keeping the roped villagers visible at frame edge. Push-in half a step on each impact beat, settling immediately after. ACTION Every mace impact carries full follow-through: weight transfer from hips through shoulder into the swing, mace head trailing motion-blur only during real-time segments. Bodies react with real inertia — lifted, spun, or dropped according to point of impact, never floating. PERFORMANCE Warrior's face carries restrained fury — jaw locked, brow lowered, breath visible and ragged between swings, sweat and blood catching the light on his skin. Villagers' faces show raw fear softening to relief only in the final beat, no exaggerated screaming, tightened shoulders and gripped ropes instead. PHYSICS Dust kicks up in small bursts under every footfall, blood spray follows real trajectory and gravity, ropes binding the villagers stay taut with visible fiber texture, fabric and hair on all fighters move with the wind and motion. LIGHTING Low diffuse sunlight at 5600K bleeds in from directly ahead through thick battlefield haze, rim-lighting the warrior's shoulders and the enemies' silhouettes; fire glow from the smoldering cart adds a flickering orange kick on the villagers and background right. COLOR GRADE Sunbaked ochre and rust tones in the dirt and enemy skin, cut by the cold blue-grey sheen of the warrior's armor and the fresh crimson of blood — blood reads as the only saturated color against the desaturated, dust-veiled battlefield. WARDROBE Warrior's cuirass shows fresh scuffs and new blood streaks accumulating shot to shot; enemies' ragged furs and bone jewelry sway and tear further with each impact; villagers' plain roped garments stay dust-covered and undisturbed. AUDIO Grunts of exertion, the dull heavy thud of the mace on flesh and bone, cloth tearing, distant crackle of fire, the villagers' muffled fearful breathing, wind carrying dust across the field. STYLE Photoreal 8K cinematic action texture, fine film grain, natural motion blur on real-time beats, crisp clarity on the slow-motion beat. OUTPUT SETTINGS 24fps for real-time segments, smooth 120fps-sourced slow motion for CUT 4 only, high bitrate, no anamorphic distortion. POSITIVE LOCKS Warrior's face, armor, and the mace from <IMAGE_3> stay 100% consistent and in his grip in every cut. Enemies stay 100% matching <IMAGE_2> in build, paint, and wardrobe across all cuts. Roped villagers remain visible in frame background through every cut. Mace carries visible blood buildup that increases shot to shot. Cuts occur only at the stated seconds, camera does not cut on its own.

1 other text field— sigmas, filenames, and other non-prompt strings the logger swept up

node 10 · SeedReferenceImages · paths

input/charactersheet balal.png input/hf_20260807_180955_5c9b0815-eb6f-49b0-81fe-34f537402cba.png input/mace.png

Input media

1

Source images and video this run consumed.

fff.png

node 10 · 6.0 MB