TokiToki Internal
Atlas + S3
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CompletedComfyUI

9bd2c536-8d0c-4be8-9871-421941df7d0f

Queued
Aug 18, 2026, 04:48 PM
Completed
Aug 18, 2026, 04:48 PM
Execution time
3 ms
Outputs
1 · 10.0 MB
Inputs
1
Cached nodes
3

Outputs

1

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timeline_00136_.mp4

node 12 · 10.0 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 massive blood-crusted mace, cutting them down in a brutal, unbroken flow 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, massive round bludgeoned head studded with gold rivets, streaked with dried and fresh blood, visibly heavy in his grip. This is the exact weapon the warrior wields throughout. 100% matches the reference. LOCATION MAP Open dirt battlefield, thick pale dust and smoke hanging close behind the fighters, hazy sunlight bleeding through from directly ahead. Foreground: bare packed earth, coiled rope, a dropped shield. Midground, tight around the warrior: two ash-skinned enemies closing in almost together, one with a curved blade already swinging, one with a spear already thrusting — not waiting their turn. Background right, close enough to stay in soft focus behind the fight: the roped villagers flinching back, a smoldering cart. Light comes low and diffuse from ahead, rim-lighting the warrior's shoulders. FIRST FRAME / BLOCKING Tight on the warrior from behind and slightly low, three-quarter back to camera, chainmail collar and blood-streaked cuirass filling the frame. The mace hangs low in his right fist, its weight visibly dragging his arm down. Both lead enemies are already inside striking range in the same instant — blade mid-downswing on one side, spear already driving in on the other — the attack overlapping from the first frame, not sequential. The roped villagers are a soft blur past his right shoulder. FORMAT MODE Timed multishot, hard cuts only, no wide establishing holds. Every cut lands mid-motion — the next beat starts before the previous body has finished falling. The camera does not cut on its own. 0.0s to 2.2s — CUT 1 — MCU, tight over-the-shoulder 0.0s: warrior already twisting into the swing, mace head dragging a visible blur through the dust as it gains momentum — the heaviness readable in how slowly it starts and how violently it accelerates. 1.1s: mace connects into the blade-wielder's ribs with a full-body crunch, the enemy folding around the impact, not flying back cleanly but crumpling into it — ribs give, breath punches out of him. 1.8s: in the same beat, before the first man hits the ground, the spear-wielder is already inside range, spear point grazing past the warrior's ribs as he twists his torso to avoid it. 2.2s HARD CUT 2.2s to 4.4s — CUT 2 — CU on impact, then MS 2.2s: extreme close-up on the warrior's forearm and the mace haft as he wrenches it back off the first body, blood and grit clinging to the metal — the drag of the weight visible in his straining tendons. 3.0s: cut tight to his shoulder driving into the spearman's chest, knocking the shaft off-line at the same instant the mace is already rising for the next swing — no gap, one motion bleeding into the next. 4.0s: mace connects across the spearman's jaw in tight MS, the impact snapping his whole head sideways, spraying blood and a broken tooth in a short violent arc, body already collapsing as a third enemy enters frame from the edge, already mid-charge. 4.4s HARD CUT 4.4s to 7.6s — CUT 3 — MS/CU, no wide holds 4.4s: MS on the warrior pivoting into the third and fourth enemies, who arrive at the same moment from either side — not queued, both already swinging. 5.2s: CU on the mace head smashing into a raised blade, the blade bending and the attacker's arm buckling from the shock of impact — his knees drop from the force before the warrior even follows through. 6.0s: MS, warrior reverses grip mid-turn and drives the mace butt-first into the second attacker's gut, doubling him over, then continues the same motion into a rising blow that catches him under the chin. 7.0s: tight CU on the warrior's face, jaw locked, blood-flecked, breathing hard but not slowing, eyes already tracking the next threat before this one has hit the ground. 7.6s HARD CUT 7.6s to 11.0s — CUT 4 — slow motion, CU/MCU only 7.6s: real-time drops to slow motion, MCU on the final enemy's snarling face charging in, axe raised. 8.6s: CU on the mace head at the top of its arc, blood already flung off it from the prior hits, droplets hanging in the compressed air. 9.8s: the mace connects across the jaw in tight CU, the impact distorting the whole side of his face for a frame before the head snaps, sweat and blood scattering in a wide radial burst. 11.0s HARD CUT 11.0s to 15.0s — CUT 5 — real-time, MS closing to CU 11.0s: real-time resumes, MS on the warrior landing his weight through the final blow, body already crumpling at his feet as he does not pause — chest heaving, mace still raised from the follow-through. 12.2s: he lowers the mace slowly, its weight pulling his arm down again, blood running off the head onto the dirt in a thin stream. 13.2s: CU on his face turning back toward the villagers, still burning with adrenaline, breath ragged, a fresh drop of blood rolling from his brow. 14.2s: cut wide only in the final second — MS/near-WS, villagers visible clearly for the first time, relief breaking on their faces, warrior standing over the fallen enemies between them and the field. 15.0s end. OPTICS CUT 1: MCU, 29° FOV. CUT 2: CU-to-MS, 18°–29° FOV. CUT 3: MS-to-CU, 29° FOV, no wide holds. CUT 4: MCU-to-CU, 18° FOV. CUT 5: MS-to-CU, 29° FOV, brief near-WS only in the final second. No drift mid-segment on any cut. CAMERA Handheld, close and tight to the action, 1–2cm tremor, operator staying inside arm's reach of the fight rather than pulling back — always favoring a closer frame over a wider one. Push-in hard on every impact beat, holding tight through the follow-through instead of cutting away. ACTION No enemy waits for a turn — each new attacker is already advancing while the previous body is still falling, attacks overlapping in time so the fight reads as one continuous, unbroken assault rather than a sequence of duels. Every mace swing shows real mass: a visibly slow wind-up, a heavy dragging arc, and a violent, body-crumpling landing — never a clean flinch-and-drop. Bodies fold, buckle, and stagger from the force rather than simply flying backward. The mace's weight is legible in the warrior's strained grip, the drag on his shoulder between swings, and the momentum he has to fight to redirect. PERFORMANCE Warrior's face carries restrained fury — jaw locked, brow lowered, breath visible and ragged, sweat and blood catching the light on his skin, eyes already moving to the next threat before the current one has landed. Villagers' faces show raw fear held tight through the fight, only breaking to relief in the final beat. PHYSICS Every impact carries real mass and follow-through — bone-deep crunch, bodies folding around the point of contact, blood spray following true trajectory and gravity, dust kicked up under staggering footwork. Ropes binding the villagers stay taut with visible fiber texture. No body goes airborne without the mace's mass clearly driving it. LIGHTING Low diffuse sunlight at 5600K bleeds in from directly ahead through thick battlefield haze, rim-lighting the warrior's shoulders and catching the wet gleam of blood on the mace head; fire glow from the smoldering cart adds a flickering orange kick on the villagers in the background. 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 saturated crimson of blood — blood is the only fully 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 tear and swing violently with each impact; villagers' plain roped garments stay dust-covered and undisturbed. AUDIO Heavy, bone-deep thuds on every mace impact, grunts of real physical effort, cloth and flesh tearing, ragged breathing, distant crackle of fire, the villagers' muffled fear, wind dragging 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, its weight visibly affecting his motion throughout. Enemies stay 100% matching <IMAGE_2> in build, paint, and wardrobe across all cuts. Attacks overlap continuously — no enemy stands idle waiting for a prior kill to finish. Every impact shows heavy, mass-driven follow-through, never a clean weightless flinch. Shots stay close (MCU/CU/MS) throughout, wide framing reserved only for the final second. 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