TokiToki Internal
Atlas + S3
All runs
CompletedComfyUI

d90c3cd8-c450-49db-a010-e5e338bb5b54

Queued
Aug 15, 2026, 04:55 PM
Completed
Aug 15, 2026, 04:58 PM
Execution time
3m 45s
Outputs
1 · 7.8 MB
Inputs
1
Cached nodes

Outputs

1

Click an image to view it full size.

timeline_00071_.mp4

node 12 · 7.8 MB

Text prompts

3
Promptnode 11 · SeedanceV2Video · promptSeedance 2.0 Video

SCENE CONTEXT A wave of @image2 fighters charges at @image1 screaming and weapons raised, and he answers with four distinct attacks — a horizontal sweep, a continuous overhead smash captured across three different camera angles without a time-skip, a reverse backhand arc, a downward thrust, and a full spin — while fresh waves keep charging from new directions throughout. This is a war, not an introduction: no shot repeats, no clean space ever opens around him, and the melee never resolves into order. Thirteen shots of wildly uneven length cut together with real battlefield chaos. ACTIVE REFERENCES @image1: broad-built warrior, sleeveless engraved steel cuirass with a stylized chest emblem, dark curly shoulder-length hair, short beard, small hoop earring, faded scars and dried blood streaks across chest and arms, deep red draped dhoti trousers with gold trim, leather wrap sandals, wielding @image3 two-handed. 100% matches the reference. @image3: aged gold-toned war mace, large round studded head with a domed spike at the top, embedded round bosses across its surface, dried blood spatter crusted deep into the metal texture, worn wooden-toned haft with a weighted pommel knob at the base. 100% matches the reference. @image2: dark ash-blackened skin, wild matted dark hair and beards, bone and skull ornaments across chest and arms, tattered fur and hide skirts, barefoot, carrying curved swords, axes, and round riveted iron shields. 100% matches the reference. @image4: vast open desert battlefield, cracked dry earth, distant jagged mountain range, hazy golden-lit sky with heavy dust hanging in the air. 100% matches the reference. LOCATION MAP Foreground: cracked dry earth barely visible beneath churning feet, dust, and fallen weapons. Midground: @image2 fighters packed in from every direction, some sprinting in fresh from beyond frame, others already fighting, others down. Background: the same density of fighters fading into thick haze all the way to the distant mountains — no visible edge to the crowd anywhere. Single desert location held across all shots — same ground, same light direction, only the camera vantage changes. Low sun to camera-left, warm and hazy, throwing long soft-edged shadows constantly broken up by moving bodies. FIRST FRAME / BLOCKING A dense front line of @image2 fighters sprints toward camera, weapons raised overhead, mouths open in war cries, dust exploding under their feet. @image1 is not yet visible — the charge itself opens the scene. FORMAT MODE Timed multishot, thirteen HARD/WHIP/SMASH CUTs at stated seconds, uneven durations, deliberately imperfect framing — off-center compositions, uneven horizons, as if caught rather than composed. Cuts only at the specified points, the camera does not cut on its own. 0.0s to 1.0s — SHOT 1, wide, the enemy charge closing in. 1.0s HARD CUT 1.0s to 1.5s — SHOT 2, close on @image1's face, controlled fury as he plants his stance. 1.5s HARD CUT 1.5s to 2.2s — SHOT 3, ATTACK 1: horizontal sweeping arc, side angle. 2.2s WHIP CUT 2.2s to 2.6s — SHOT 4, CONTINUOUS ATTACK ANGLE A: overhead smash begins, low angle. 2.6s SMASH CUT 2.6s to 3.0s — SHOT 5, CONTINUOUS ATTACK ANGLE B: same motion continuing, close on point of impact. 3.0s WHIP CUT 3.0s to 3.5s — SHOT 6, CONTINUOUS ATTACK ANGLE C: same motion's follow-through, wide, dust bursting outward. 3.5s HARD CUT 3.5s to 4.3s — SHOT 7, whip-pan reveal, a second wave charging in from the flank. 4.3s HARD CUT 4.3s to 5.1s — SHOT 8, ATTACK 2: reverse backhand arc, wide circling handheld. 5.1s HARD CUT 5.1s to 5.6s — SHOT 9, ATTACK 3: downward thrust into a crouching fighter, ground-level snake cam. 5.6s HARD CUT 5.6s to 6.3s — SHOT 10, ATTACK 4: full spinning swing connecting with multiple fighters, slow-motion medium. 6.3s WHIP CUT 6.3s to 7.0s — SHOT 11, more fighters swarming in from behind, extreme close whip-pan. 7.0s HARD CUT 7.0s to 8.5s — SHOT 12, wide handheld shoved through the ongoing melee, weaving unpredictably. 8.5s HARD CUT 8.5s to 10.0s — SHOT 13, distant compressed telephoto, @image1 still fighting inside the unbroken mass. OPTICS SHOT 1: FOV LOCK 84° wide, eye-level. SHOT 2: FOV LOCK 18° close portrait. SHOT 3: FOV LOCK 47° medium, side angle. SHOT 4: FOV LOCK 29° low angle. SHOT 5: FOV LOCK 12° tele detail. SHOT 6: FOV LOCK 63° wide. SHOT 7: FOV LOCK 47° medium whip-pan. SHOT 8: FOV LOCK 63° wide. SHOT 9: FOV LOCK 12° low tele snake cam. SHOT 10: FOV LOCK 47° medium, slow-motion. SHOT 11: FOV LOCK 18° close whip-pan. SHOT 12: FOV LOCK 63° wide handheld. SHOT 13: FOV LOCK 8° extreme tele compression, anchored at distance. No drift mid-segment on any shot. LENS CHECK at the close of each shot: framing holds the stated FOV through its final frame. CAMERA SHOT 1: handheld at chest-height, holding steady as the front line sprints directly at the lens. SHOT 2: handheld locked tight on his face, 1cm tremor, dust drifting past the lens edge. SHOT 3: handheld at shoulder height from the side, tracking the mace's horizontal sweep left to right. SHOT 4: handheld low angle looking up, holding as the overhead smash begins its downward arc. SHOT 5: handheld pushed in tight on the exact point of impact, 1cm tremor, matched to the motion from shot 4 without repeating its angle. SHOT 6: handheld pulled back wide from a third vantage, catching the smash's follow-through and the dust burst, matched to the same continuous motion. SHOT 7: fast whip-pan from @image1 toward the new wave charging in from the flank, motion-blur smear. SHOT 8: handheld circling him at 8 km/h from the opposite side used in shot 3, tracking the reverse arc. SHOT 9: camera low against the earth, jostled by passing feet, tracking the downward thrust. SHOT 10: handheld at shoulder height with a slight uncorrected sway, holding the full spin in frame without cutting away. SHOT 11: fast whip-pan close on the swarming fighters behind him, motion-blur smear. SHOT 12: handheld shoved and weaving through the packed crowd at 8 km/h, heavy uneven shake, losing and refinding @image1 as bodies cut across the lens. SHOT 13: static telephoto, anchored far back, dust and heat-haze suspended in the compressed air column, the crowd's density flattening into a single churning texture around him. ACTION SHOT 1 (0.0–1.0s): the enemy front line sprints at full speed, weapons raised, dust exploding under their feet, closing the last stretch of ground. SHOT 2 (1.0–1.5s): @image1's jaw locks, nostrils flare, eyes narrow with restrained fury as he grips @image3 and plants his stance — no shout, no open mouth. SHOT 3 (1.5–2.2s), ATTACK 1: @image3 sweeps in a wide horizontal arc, its studded head driving through two fighters' shields and torsos, both thrown sideways. SHOT 4 (2.2–2.6s), CONTINUOUS ATTACK A: @image1 raises @image3 overhead in one continuous motion, beginning the downward smash, a fighter below raising a shield too late. SHOT 5 (2.6–3.0s), CONTINUOUS ATTACK B: the same downward smash connects, the studded head crushing through the raised shield, the fighter driven straight down. SHOT 6 (3.0–3.5s), CONTINUOUS ATTACK C: the same motion's follow-through, @image3 pulling free as dust and shield fragments burst outward in every direction. SHOT 7 (3.5–4.3s): a fresh wave of fighters sprints in from the flank, weapons raised, some already breaking into a run before the frame catches them. SHOT 8 (4.3–5.1s), ATTACK 2: @image1 pivots and drives @image3 in a reverse backhand arc, catching a fighter across the ribs and hurling him into two others behind him. SHOT 9 (5.1–5.6s), ATTACK 3: a fighter crouches low to strike at his legs — @image1 drives @image3 straight down in a short thrust, the impact throwing dust and grit outward at ground level. SHOT 10 (5.6–6.3s, slow-motion), ATTACK 4: @image1 plants and spins through a full rotation, @image3 connecting with three fighters closing from different sides in one continuous sweep, all three staggering or falling. SHOT 11 (6.3–7.0s): more fighters press in from behind him, weapons raised, closing fast, no gap opening anywhere around him. SHOT 12 (7.0–8.5s): the melee churns without resolution — @image1 fighting, fighters colliding with each other, bodies stumbling through frame, dust thick in the air. SHOT 13 (8.5–10.0s): from a distance, @image1 is still moving, still striking, one point of motion inside an unbroken, endless mass of fighters stretching to the hazy mountains. PHYSICS @image3 carries full weight and momentum through every swing, torque visibly transferring through @image1's shoulders and hips, each of the four attacks reading as a distinct strike with its own line of force — horizontal, vertical, reverse, rotational. Impact is grounded and heavy — no floating, bodies driven down or sideways under real mass, colliding into the surrounding crowd. Shields and bone ornaments crack and splinter along natural stress points against the studded head. Dust and debris burst outward at each point of contact and fall under gravity. Loose grit kicks up under every footfall, pivot, and sprinting charge. LIGHTING Low sun to camera-left, 4500K warm hazy daylight, heavy diffusion from airborne dust softening all edges. Long low-angle shadows stretch across the ground, constantly interrupted and reshaped by moving bodies. @image3's gold-toned metal catches the low light on each swing. Dust haze builds with every wave and impact, from 20% in shot 1 to 55% by shot 10, staying thick through the aftermath in shot 13. PERFORMANCE @image1's face carries the tight, contained anger of a king in battle — jaw locked, eyes narrowed and burning, mouth closed, breath sharp through the nose, no shouting or open-mouthed roar, muscles visibly straining through each of the four distinct attacks. The @image2 fighters show open aggression in the charge — mouths open, weapons raised, urgency in their strides — and real impact shock at the moment each attack lands. Sweat and dust streak across all exposed skin. STYLE Photoreal, raw and grounded, fine film grain, motion blur restrained during the slow-motion spin and heavier during whip-pans and handheld chaos, deliberately imperfect and unplanned-feeling framing, weight, scale, and impact prioritized over polish. OUTPUT SETTINGS Real-time speed for all shots except shot 10, which runs in slow-motion. Hard cuts only at the entry and exit of the slow-motion shot, each shot otherwise one speed start to finish. POSITIVE LOCKS @image1 stays the visual anchor and remains in frame in every shot from shot 2 onward, even when partially obscured by passing fighters. Armor, hair, scars, and weapon details stay consistent with the reference across all thirteen shots. @image3's shape, gold tone, studded head, and blood spatter stay consistent with the reference and stay in his hands throughout. @image2 skin tone, hair, and gear stay consistent with the reference in every shot they appear. Shots 4, 5, and 6 read as one unbroken continuous attack seen from three different angles, not three separate attacks. Each of the four labeled attacks uses a distinct line of motion never repeated elsewhere in the sequence. The crowd fills the frame densely in every shot with no visible open battlefield or empty ground — fighters extend to the horizon in every direction, and fresh waves keep entering from different sides throughout. Dust density builds progressively, never resetting. Every shot holds its stated FOV to its final frame despite the handheld motion.

2 other text fields— sigmas, filenames, and other non-prompt strings the logger swept up

node 10 · SeedReferenceImages · image

Screenshot (894).png

node 10 · SeedReferenceImages · paths

input/hf_20260813_193728_d1793fc2-169c-41d5-a922-0105928e88dc.png input/hf_20260807_180955_5c9b0815-eb6f-49b0-81fe-34f537402cba.png input/mace.png input/Screenshot (894).png

Input media

1

Source images and video this run consumed.

Screenshot (894).png

node 10 · 2.3 MB