提示词库
MiniMax H3 提示词,每条附生成的视频。
每条提示词都原样摘自模型厂商的指南或创作者的帖子,旁边是它生成的成品。点开卡片看全文。
MiniMax H3 可以根据文字、图片、视频和音频生成带原生立体声的视频。单段 4 到 15 秒,24 帧,默认短边 768 像素,经 MiniMax 托管的 H3-Regenerate-2K 可到 2K,画幅从 21:9 到 9:16。对白在 11 种语言上稳定,包括中文、英文、日文、韩文和西班牙文。它有两种模式:一种接受零到两张关键帧,另一种接受参考素材,最多 9 张图、3 段视频和 3 段音频,合计 12 个文件。H3-Base 的权重是公开的,所以也能本地运行;MiniMax 的应用和 API 另外加上托管的提示词改写和 2K 重生成。下面的提示词有创作者在 X 上分享的,也有 MiniMax 模型卡里的示例,每条附成片。
来源:MiniMax H3 on GitHub · Model card on Hugging Face · H3 prompt writing guide
MiniMax H3、万相 3.0、Seedance 2.5、可灵 4.0 的提示词,创作者怎么写,实测 →
更新于 2026-11-03 · 共 310 条,最新的在前
其他模型页:GPT Image 2.6 · Nano Banana 2.1 · Seedance 2.5 · 可灵 4.0 · 万相 3.0
卡通风格蓝色战靴特写
金色丝线在挂毯上织出奇幻世界
裂痕金属球静置于碎石之间
数字装配从线框层逐步生成角色
黑色刘海女子与珍珠耳环的特写
生物图鉴界面,光标依次选中并互动生物
白发油画风女剑士持发光蓝色长剑
蕾姆把掉落的桌面图标捡回原位
雕刻石灰岩浮雕地图揭示剧集署名
红格靴动漫少女滑入朋克MV画面
客厅 FPV 镜头飞入电视中的祝酒场景
真人走廊画面改成70年代卡通风格
动漫咖啡师按分镜制作拉花拿铁
白色泥塑猫复刻街头猫的动作
霓虹像素风动漫游戏少女角色设定图
自助洗衣房变成蜡笔涂鸦夜空
女孩骑红色自行车经过夏日小店
女武士Soul与紫光巨人作战
橙色耳机动漫少女,琥珀色眼睛特写
同一路口的三个不同机位
深蓝刘海下的绿松石色眼睛特写
动漫女主角穿越黄色朋克MV
樱花、宫殿屋顶与N首尔塔
身穿白色长裙的女子在镜前准备
金色时刻海滩上发丝飘动的女子
女子举起冰茶瓶站在晴空下
银发冰蓝赛博叛逆少女与霓虹泼墨
白衣女子漫步热带海滩
白裙女骑士骑龙飞越雪山
绿色窗边的女子与狗在风中
金色孔雀从光中成形于宏伟大厅
紫色巨月下的持刀剪影女剑客
靴子女子走过沙漠加油站的复古敞篷车
黄金时刻女子沿海岸小径漫步
字母变成蝴蝶,再绽放成真实自然场景
舷窗外巨型章鱼怪兽破坏城市
黄金时刻湖畔小镇的自拍 vlog
白色羽绒服女子站在雪山之间
微笑女子在卧室自拍展示生发精华
金色珍珠耳环的精致美妆特写
黑色豪华轿车城市广告,结尾飞吻
夜间军事基地的第一人称交火
空地上的玻璃摩天楼在航拍中拔地而起
城市列车车顶上的女子
女主角站在巨型棉花糖与棒棒糖之间的糖果世界
年轻女子在浴室展示精华瓶
黄昏时分双手系上白色跑鞋
没有匹配的条目,换个短一点的词试试。
值得照着改的 MiniMax H3 提示词
本页每个分类里点赞最多的一条,全文贴出,并说明它为什么好用。复制一条,换掉主体就能用。
汤姆一个个把掉落的桌面图标放回原位
提示词把参考桌面锁定为精确首帧,并列出所有保持不动的元素,因此只有三个图标移动。固定镜头、按时间分段的节拍表以及逐个图标的拾取步骤,让物理动作保持顺序,也避免图标瞬移。
Video Prompt : Create a 10-second horizontal 16:9 video using the provided Tom and Jerry macOS desktop image as the EXACT first frame and visual reference.
IMPORTANT:
Preserve the reference desktop exactly as shown, including the warm sunset living room, wooden floor, sofa, window, books, popcorn box, scattered popcorn, macOS menu bar, left-side application grid, bottom Dock, and all desktop elements.
Keep Tom and Jerry's exact recognizable classic cartoon appearance, proportions, colors, facial features, expressions, poses, and original 2D animation style. Do not redesign, modernize, photorealize, or change their visual style.
Begin with Tom running dramatically toward Jerry on the RIGHT side while Jerry runs away carrying a piece of cheese.
CAMERA:
Static front-facing camera.
One continuous shot.
No camera movement.
No zoom.
No pan.
No cuts.
TIMELINE:
0–1.5s:
Tom continues chasing Jerry across the living-room floor.
Tom looks determined and slightly frustrated.
Jerry runs quickly toward the RIGHT while holding the cheese.
Jerry looks back at Tom with a mischievous smile.
Tom's arms, legs, ears, tail, and facial expression move naturally with exaggerated classic cartoon animation.
1.5–2.5s:
Jerry suddenly changes direction and runs toward the LEFT.
Tom reacts dramatically and tries to stop himself.
Tom's feet slide across the wooden floor and he accidentally kicks the scattered popcorn forward.
A sudden exaggerated cartoon air movement travels toward the LEFT side of the desktop.
The air movement accidentally knocks THREE desktop icons loose:
Gmail
Discord
Microsoft Teams
The three icons physically leave their original positions in the RIGHTMOST desktop-icon column.
They rotate separately through the air and fall into the open desktop area above the Dock near the center-left.
Each icon lands separately with a small bounce.
Their original grid positions are now visibly empty.
2.5–3.2s:
Tom freezes after realizing what happened.
His eyes widen.
Jerry also stops for a moment and looks at the fallen icons.
Tom slowly looks toward the viewer with an embarrassed expression.
Jerry looks at Tom mischievously as if amused by the situation.
Tom immediately decides to fix the problem.
3.2–7.8s:
Tom restores the three fallen icons ONE AT A TIME.
FIRST — Gmail:
Tom carefully reaches toward the fallen Gmail icon.
He picks up Gmail individually with one paw.
The icon must visibly leave the desktop surface.
Tom carries Gmail across the desktop toward its original empty position.
He carefully places Gmail back into its exact original location.
The Gmail logo and label remain unchanged.
A soft click is heard.
Only after Gmail is completely restored does Tom reach for the next icon.
SECOND — Discord:
Tom reaches down and individually picks up the fallen Discord icon.
He carries Discord toward its original empty position.
He carefully presses it back into the correct grid position.
A second gentle click is heard.
Jerry watches Tom while standing nearby with the cheese.
THIRD — Microsoft Teams:
Tom reaches down once more.
He picks up Microsoft Teams individually.
He carries it back to its original position.
He carefully releases it into the empty grid position.
A third gentle click is heard.
Show all three separate pickup-and-replace actions clearly.
IMPORTANT PHYSICAL ACTION RULES:
Every moving icon must visibly:
leave its original position
fall through the air
land on the desktop
be physically picked up
be carried by Tom
be placed back into its original position
Do NOT:
- restore icons automatically
- teleport icons
- make icons snap back from a distance
- move multiple icons simultaneously
- scoop multiple icons together
- stack icons
- duplicate icons
- morph logos
- change labels
Tom must restore Gmail, Discord, and Microsoft Teams separately.
His paws must remain anatomically consistent with the original cartoon style.
No extra paws.
No extra fingers.
No stretched limbs.
No distorted characters.
Jerry remains nearby and reacts naturally while Tom fixes the desktop.
7.8–10s:
After placing Microsoft Teams back into position, Tom quickly returns to the RIGHT side.
Jerry runs a short distance away while still holding the cheese.
Tom straightens himself and tries to regain his dignity.
He looks toward the restored icons.
Then he looks directly at the viewer with an innocent, slightly embarrassed expression.
Jerry briefly looks back at Tom with a mischievous smile.
Tom pretends nothing happened.
Hold the final pose for the remaining moment.
The final desktop must closely match the original first frame.
DESKTOP PRESERVATION:
Only Gmail, Discord, and Microsoft Teams are allowed to move.
Everything else must remain completely stationary:
Chrome
Safari
YouTube
Spotify
Slack
Zoom
Notion
Microsoft Word
Microsoft Excel
Instagram
Reddit
Netflix
Steam
Dropbox
Google Drive
The macOS menu bar must remain stationary.
The Dock must remain stationary.
The wallpaper and all furniture must remain stationary.
Do not change application logos or labels.
Do not duplicate any icons.
AUDIO:
Light playful cartoon piano and pizzicato music.
Fast playful rhythm during Tom's chase.
A short cartoon sliding sound when Tom loses balance.
A brief airy whoosh as the three icons are knocked loose.
Three soft landing sounds as the icons fall.
Three distinct gentle clicks as Tom restores Gmail, Discord, and Microsoft Teams.
Music briefly pauses during Tom's shocked reaction, then resumes with a playful rhythm.
No dialogue.
No subtitles.
No text overlays.
VISUAL QUALITY:
Premium cinematic cartoon animation integrated into the existing macOS desktop.
Keep Tom and Jerry clearly 2D while maintaining the cinematic lighting of the environment.
Natural squash-and-stretch animation.
Smooth character motion.
Clean cartoon outlines.
Consistent colors.
Natural shadows.
Subtle floor reflections.
Realistic interaction with the environment.
FINAL FRAME:
All three icons must be restored to their exact original positions.
Tom and Jerry remain on the RIGHT side.
Tom looks embarrassed but tries to appear innocent.
Jerry remains mischievous.
No missing icons.
No duplicate icons.
No changed logos.
No extra characters.
No extra objects.
No camera movement.
No cuts.
The final frame should closely match the original reference image. 二十镜头角色细节蒙太奇,最后才露脸
按时间段列出编号分镜,每镜只用一个突然的运镜,串成三段连贯的动作爆发。前十九镜始终不拍脸,第二十镜才揭示,并用相似形状的硬切衔接,不做变形。
Use @[character reference] for the character's identity, anatomy, costume, colors, materials and visual style. Adapt body-region cues to its actual anatomy, replacing absent features with existing equivalents. Invent no anatomy or accessories. Select signature inserts from its most recognizable details. Rigid parts rotate; flexible materials bend or stretch.
A 15-second character-detail montage: exactly 20 shots joined by hard cuts. An empty, seamless warm-white studio background; soft directional light reveals the surfaces. Shots 1-19 are tightly cropped body details and rear angles: keep the face, eyes and facial profile entirely outside the frame, including reflections. Shot 20 is the first and only face reveal. No full-body view.
Three connected bursts: a sharp head turn with the body bracing; a coiled arm opening into a strong sweep and torso twist; one short step into a planted pivot, finishing with a sudden look into camera. Carry body state across cuts without resetting to neutral. Existing hair, clothing and attachments react naturally. Keep the character active, with clear articulation and weight shifts.
Jump between distant body regions. Mix brief visual punches with longer moving-detail reads. Use one abrupt camera move per shot except locked-camera inserts 4 and 11, where the character supplies the speed. Vary height, angle and direction. Brake moves briefly for legibility while the subject keeps moving. Local whips stay tightly cropped; changes of body region use hard cuts. Connect selected cuts through similar shapes or motion vectors, without morphing. Real-time action, no slow motion or freeze frames.
0-3s, shots 1-5. A concealed head turn triggers the first burst:
1. Extreme upper-back detail: a crash push catches its surface shifting as a sharp head turn begins entirely above the crop.
2. Fingers: a short downward snap catches them curling into a fist as the body braces.
3. Rear three-quarter shoulder detail: a tight camera arc catches the shoulder drawing back behind the turning head.
4. Locked floor-level foot detail: the grounded support foot braces, its raised heel pressing down firmly without taking a step.
5. Rear neck detail: a short upward tilt catches the nape stretching with the turn; stop below the back of the head, keeping the jaw and face excluded.
3-9s, shots 6-13. The coiled arm opens into a forceful sweep:
6. A signature upper-body detail: a fast diagonal slide catches an existing seam, joint or distinctive contour responding as the arm draws inward.
7. Elbow: a sharp lateral track catches the folding joint tightening the arm's coil.
8. Supporting knee: hard match cut from the bent elbow to the knee's similar angle; a short camera drop catches the leg compressing under the same preparation.
9. Wrist: a quick shallow orbit catches it turning outward to initiate the release.
10. Upper chest: a short punch-in catches the chest opening as the arm drives outward beyond the crop. Let this moving surface read slightly longer.
11. Locked hand detail: fingers spring open and the hand sweeps rapidly across the fixed frame. Catch one crisp, readable phase of the spread fingers before they leave the crop.
12. Upper back: a sharp sideways slide continues that screen direction as the shoulder rolls through the sweep and the torso twists.
13. A distinctive torso or waist detail: a close diagonal move catches its physical response to the twist, such as an existing fold pulling taut or an attached piece swinging. Give the material response a clear moving read.
9-13s, shots 14-19. One short step and a pivot build toward the reveal:
14. Thigh of the other leg: an abrupt low tracking move catches it driving the single short step out of the twist.
15. Advancing foot: a brief downward whip catches it landing; show clear floor contact.
16. Ankle and lower-leg detail: a fast side slide catches the landed leg accepting weight as the ankle flexes.
17. Waist: a tight orbit catches the torso rotating above the planted-foot pivot. The foot supports the turn rather than sliding across the floor.
18. Back-of-head contour: a short lateral whip catches the start of the return turn from behind. Keep only the rear contour in frame, never the facial profile.
19. A signature shoulder detail: a sharp diagonal slide catches its follow-through beneath the turning head, which stays completely above the crop. Cut at the peak of this movement.
13-15s, shot 20. First face reveal:
20. Hard cut to a frontal face close-up as the character sharply completes the turn toward the lens. An explosive short push reveals the entire face clearly for the first time and stops tightening before cropping out its features. Direct eye contact lands while hair, clothing or natural body follow-through remains alive. Keep the whole face readable through the end; finish on living motion, without a held pose or another cut.
No added props, scenery, text, graphic overlays or split screens. 蕾姆把掉落的桌面图标捡回原位
用参考图锁定为精确首帧,再配上逐秒分镜,让桌面布局和角色形象保持不变,同时图标随裙摆产生互动。明确只有左侧图标可以与角色和背景互动,并禁止镜头运动与切换,避免画面漂移。
Use the reference image as the exact first frame. 16:9, locked-off camera, one continuous take. Preserve Rem’s face, short blue hair, black-and-white maid outfit, and original anime art style consistently throughout. Keep the desktop layout and Japanese menu bar unchanged.
0–2s: Rem stands on the right, happily swaying gently from side to side while lifting the edges of her skirt slightly with both hands. As she turns, the hem accidentally catches the blue-purple desktop background. The background reacts like a soft fabric curtain, sending a horizontal ripple across the screen. The two folders and one screenshot icon on the left wobble, slide downward, fall to the bottom edge of the screen, and make a small playful bounce on impact.
2–3s: Rem immediately freezes. Her eyes widen and she quickly covers her mouth with both hands, staring in surprise at the fallen icons.
3–6s: She hurriedly leans toward the left and reaches out with both hands. She scoops up all three icons together and quickly pushes them back toward their original positions on the left. The icons behave like thin, lightweight magnetic tiles, snapping back onto the desktop surface. Two of them end up slightly crooked. Rem has no time to straighten them and quickly pulls her hands back.
6–8s: Rem returns to her original position on the right, folds her hands neatly in front of her, and tries to put on an innocent, nothing-happened smile. Her eyes secretly glance toward the two crooked icons on the left. The tips of her hair, hair ribbon, and skirt hem move gently in a light breeze. The desktop background settles completely, while the two icons remain slightly tilted for a subtle comedic ending.
The background music begins with a light, cute Japanese-style piano melody. When the icons fall, add a short descending slide sound and light impact sounds, then shift into a playful pizzicato rhythm.
Keep all movement fluid and expressions lively. Only the three desktop icons on the left may physically interact with Rem or the background. The top menu bar and bottom Dock must remain completely fixed. Preserve the original icon designs, filenames, and text exactly. No new characters. No camera movement, zoom, cuts, or transitions. 黑色刘海女子与珍珠耳环的特写
开头的 PARAMETERS 参数块统一填写画面文字,随后用带时间码的十三镜分镜表规划每一拍。将参考图设为唯一的角色身份依据,使角色在所有镜头中保持一致。
PARAMETERS
CHARACTER_NAME = "[CHARACTER NAME]"
STATUS_TEXT_1 = "[ACTIVE]"
STATUS_TEXT_2 = "[MODE: ENGAGE]"
INTERSTITIAL_TEXT_1 = "[SYSTEM LINK]"
INTERSTITIAL_TEXT_2 = "[TARGET LOCK]"
INTERSTITIAL_TEXT_3 = "[FULL DRIVE]"
SUBTITLE = "[CHARACTER TITLE / CODENAME]"
PROJECT_TEXT = "[OPTIONAL PROJECT NAME]"
Create a 15-second premium cinematic character reveal trailer with exactly 13 distinct cuts, 24fps.
Use @[image1] as the sole authority for the character's identity, proportions, outfit, materials, colors and visual style. Never redesign the character. Adapt the environment, abilities, VFX and movement naturally to them.
The overall presentation should feel like a premium AAA action-game character introduction. Motion-design sections use a bold editorial language: oversized condensed typography, clean white or pale-grey fields, huge circular color blocks, thin technical diagrams, concentric rings, halftone textures, tiny interface markings, scan lines, geometric accents, sweeping brush or energy strokes and strong foreground/background parallax. The main palette shifts between black and white, icy cyan, electric blue, neon yellow and warm golden amber. In text-based graphic screens, the typography must appear clearly and be fully readable first, then the character, a cropped close-up or a silhouette may slide in front of it, overlap it or stand beside it. In some graphic-card backgrounds, also use cropped character close-ups or enlarged facial details as integrated design elements.
Use the text parameters above exactly.
CUT 01 | 0.00-1.10s | FACE
Extreme cinematic close-up. Calm focused expression, part of the face naturally obscured by hair, hand, mask or accessory. Shallow depth of field and subtle push-in.
CUT 02 | 1.10-2.20s | ACTIVATION
A signature effect ignites around the character's eyes, hands, body or equipment: glowing rings, symbols, particles, energy filaments, holographic nodes or character-specific effects. The gaze lifts as the effect rapidly peaks.
CUT 03 | 2.20-3.20s | ACTIVE CARD
Hard graphic-match into a bright editorial freeze-frame. Large vivid circular field behind the character, oversized black condensed typography, thin technical circles, tiny UI text, halftone detail and sharp diagonal graphic streaks. Show the typography clearly first, then let the character overlap it or enter beside it. A cropped facial close-up or upper-body close-up may be integrated into the background design.
Typography:
STATUS_TEXT_1
CUT 04 | 3.20-4.10s | ENGAGE CARD
Snap to a high-contrast black character silhouette over a bold horizontal accent-color typography band. The text should read clearly before the silhouette crosses in front of it or locks beside it. A large luminous brushstroke or energy ribbon sweeps diagonally across the foreground with strong motion blur.
Typography:
STATUS_TEXT_2
CUT 05 | 4.10-5.20s | WORLD
Smash cut into a cinematic environment suited to the character. Wide dramatic perspective as they immediately dash, leap, land or burst forward. Fast whip-pan or reactive tracking camera.
CUT 06 | 5.20-6.20s | DETAIL
Fast close or medium shot of one defining ability, weapon motion, gesture, transformation or acrobatic action. Sharp character, strong foreground streaking.
CUT 07 | 6.20-6.90s | INTERSTITIAL 01
Hard cut to a text-led graphic design screen. Huge condensed typography, layered circles, technical lines, scan lines, halftone textures, tiny data text and aggressive graphic wipes. The typography must be fully readable first, then bring in the character as a smaller integrated figure, cropped close-up or silhouette.
Typography:
INTERSTITIAL_TEXT_1
CUT 08 | 6.90-7.90s | IMPACT
Return to action from a new aggressive angle. Attack, dodge, ability release or interaction with a simple secondary threat. Low angle, side track, whip-pan or short orbit.
CUT 09 | 7.90-8.60s | INTERSTITIAL 02
Another editorial text card, cleaner and punchier, built from bold typography, diagonal slashes, accent-color bars, fine UI markings and strong parallax. Let the typography dominate first, then place the character beside it or pass a cropped close-up in front for depth.
Typography:
INTERSTITIAL_TEXT_2
CUT 10 | 8.60-9.60s | VELOCITY
New perspective continues the momentum. Character rushes toward camera, crosses close to lens, launches upward or rapidly changes direction while the environment stretches into controlled speed blur.
CUT 11 | 9.60-10.30s | INTERSTITIAL 03
Final text-based graphic card before the hero beat. Bold oversized typography, sweeping energy stroke, geometric overlays, concentric diagrams and a fast silhouette or cropped character insert. Ensure the text is legible before the character layer overlaps or frames it.
Typography:
INTERSTITIAL_TEXT_3
CUT 12 | 10.30-12.30s | HERO MOMENT
The character performs their most iconic movement, ability, strike, landing or confident stop. Briefly stabilize at the visual peak, then collapse the shot into a bright smear, silhouette frame or graphic-match transition.
CUT 13 | 12.30-15.00s | CHARACTER ID
Premium final identity card. Clean pale background with enormous translucent concentric circles, fine technical arcs, network nodes, subtle halftone texture, tiny graphic markings and restrained chromatic glints. Place the character in a dynamic full-body hero pose overlapping huge condensed typography. The name should register clearly before the character overlap becomes dominant. A large cropped close-up can also be subtly embedded into the background composition.
Behind them, add a large black circular ink-brush or emblem shape containing a ghosted visual motif associated with the character: creature silhouette, symbol, power form, weapon motif or abstract representation of their identity.
Primary typography:
CHARACTER_NAME
Secondary:
SUBTITLE
Optional:
PROJECT_TEXT
Allow the character to overlap the typography for depth.
EDITING:
Very aggressive premium game-trailer rhythm. Hard cuts, graphic matches, whip pans, freeze frames, impact flashes, directional smears, foreground wipes, silhouette transitions and short speed ramps. Every cut must introduce a clearly different composition or visual mode. The text-based interstitial cards should break up the action rhythm and keep the sequence from feeling like uninterrupted combat footage. No slow dissolves or long continuous choreography.
BGM DESIGN:
Create a fast, character-driven AAA game-trailer score tightly synced to the edit. Adapt genre and instrumentation to the character, building from restrained tension into punchy percussion, bass and rising intensity, with clear hits for cuts, typography, transitions and action beats. Peak at the hero moment and finish with a strong final reveal stinger. Integrate subtle UI ticks, whooshes, energy swells and sub impacts into the music. 红格靴动漫少女滑入朋克MV画面
先用参考图锁定角色身份,再逐项写明发色、眼色、发夹、红格靴等细节,确保整段角色不变形。每个时间段都对齐节拍,转场由靴子滑行、跺脚等动作触发,镜头连贯,没有无故切换。
Create a 15-second horizontal 16:9 high-energy 2D anime pop-punk music video featuring the exact heroine from the provided character reference. The entire sequence should feel like one continuous, tightly choreographed MV passage, with each movement naturally motivating the next transition. CHARACTER LOCK: Use the reference image as the absolute authority for identity, proportions, outfit, colors and illustration style. Preserve her short messy bubblegum-pink hair with sharp outward tufts, high side ponytail, pale cyan and mint lightning-shaped hair accents, large red cross hair clip with lavender backing, huge yellow eyes with thick dark outlines, small expressive mouth and warm blush. Keep her black cropped school-style jacket with oversized white cuffs, white shirt, loose bright-red necktie, red plaid mini skirt with white triangular hem accents, black belt, bare legs and enormous red plaid boots with dark straps and heavy rounded soles. Maintain her original stylized proportions: oversized head, compact torso, long simplified legs, huge boots, chunky hands, bold black outlines, flat saturated colors and minimal cel shading. Her personality is loud, cheeky, rebellious, playful and hyperactive. 0–2.5s — Start immediately with motion. She slides rapidly into frame from the left, one boot skidding across a clean white graphic floor. Her body leans forward from momentum while her ponytail, necktie and oversized cuffs trail behind. She stomps the second boot down, looks up and flashes a mischievous grin. The impact instantly transforms the white background into huge red-and-black plaid blocks as bold “PINK PANIC!” typography slams into the composition. 2.5–5.0s — Without stopping, she rebounds from the landing into a small hop and sharp half-turn. Camera swings around her from front three-quarter view into a fast side-tracking shot as she runs two exaggerated cartoon steps. Her giant boots hit the floor on alternating beats, leaving hand-drawn stars, crosses, tape strips, scribbles and comic impact marks behind each step. Her pink hair and red tie bounce wildly with the movement. 5.0–7.5s — She kicks one leg sideways on the beat and uses the momentum to spin. The red plaid pattern from her boot stretches outward into a giant rotating graphic plane, seamlessly pulling the entire frame into an abstract 2D punk world made from black brush strokes, red plaid, white paper shapes, pink lightning bolts and rough photocopy textures. She continues directly into a bouncy dance phrase: head whip → shoulder hit → side step → small kick → fast turn. Keep every pose exaggerated and cartoonishly expressive. 7.5–10.0s — Her turn accelerates and the camera follows closely around her. The environment constantly recomposes around the choreography: checker patterns slide sideways, hand-drawn crosses rotate, torn-paper strips snap open and oversized comic typography appears briefly on drum hits. She lands hard with both boots apart. A huge hand-drawn “BAM!” bursts underneath her feet and physically shakes the surrounding graphic elements. She immediately rebounds upward with a cocky smile rather than holding a static pose. 10.0–12.3s — Follow her continuing movement into a connected sequence of character details. As she whips her head sideways, track past her bright yellow eye → red cross hair clip → swinging pink hair → bouncing red tie → plaid skirt → massive plaid boot. Do not present these as disconnected beauty shots. Each close-up should be motivated by the same continuous body movement and fast camera travel. The boot hits the floor at the end of the sequence, sending a red plaid shockwave across the frame. 12.3–15.0s — Ride the plaid shockwave back into a full-body view. She takes two confident bouncing steps forward, abruptly pivots and finishes facing camera with her weight shifted onto one leg, shoulders slightly forward and a cheeky rebellious grin. Her ponytail and necktie continue swinging from the turn while the background erupts into layered red plaid, black brush X marks, white stars, pink lightning and rough hand-drawn graphics. The elements rapidly organize themselves into a bold 2000s punk magazine-cover composition. Large “PINK PANIC!” typography appears behind her silhouette on the final beat. End on her strong recognizable character shape without changing her design. VISUAL STYLE: Strictly match the reference artwork: early-2000s-inspired 2D cartoon/anime aesthetic, thick clean dark outlines, flat saturated colors, minimal cel shading, simplified anatomy, exaggerated proportions and bold graphic expressions. Keep the intentionally handmade TV-animation feeling rather than modern polished anime rendering. Use red plaid as the main graphic motif, combined with black-and-white manga shapes, pink lightning, crosses, stars, scribbles, torn paper, photocopy grain, tape graphics and rough ink marks. MOTION: Fast, bouncy and highly rhythmic. Use strong key poses, limited-animation timing, overshoot, smear frames, exaggerated anticipation and cartoon impact frames. Her giant boots should create the strongest beat accents. Hair, ponytail, tie, skirt and cuffs should react continuously to her movement. Transitions must grow naturally from character actions: boot skid → plaid expansion → kick → rotating graphic plane → spin → camera orbit → stomp → shockwave. Avoid random transitions or disconnected pose montages. AUDIO: Synchronize tightly to fast Japanese pop-punk vocals mixed with punchy electronic drums and distorted guitar. Add boot skids, stomps, paper snaps, cartoon impacts, guitar hits and short graphic whooshes. IMPORTANT: Keep the exact face, yellow eyes, pink hairstyle, cyan/mint hair accents, red cross clip, black-and-white school-punk top, red tie, plaid skirt and oversized plaid boots throughout. No hand reaching toward camera, no palm covering the lens, no pointing into the lens, no outfit transformation, no hairstyle transformation, no extra characters, no realistic environments, no photorealism, no 3D CGI, no modern glossy anime redesign, no cyberpunk holograms, no slow fashion posing, no facial drift, no random accessories, no excessive jump cuts, no disconnected movements, no uncontrolled morphing, no unreadable typography. 生物图鉴界面,光标依次选中并互动生物
提示词为每张卡片指定对应的参考图,切换选中时每个生物都保持一致。锁定镜头,只让光标、选中状态、标题和当前生物运动,使界面在整段视频中保持稳定。
Use Image 1 as the exact UI/layout/style reference for the creature encyclopedia screen.
Use Images 2–9 as the exact creature references.
Map them like this:
Image 2 = card A = LUMI HARE
Image 3 = card B = CLOUD WISP
Image 4 = card C = EMBER FENNEC
Image 5 = card D = TIDE BEHEMOTH
Image 6 = card E = PETAL VULPIN
Image 7 = card F = ORCHARD EYE
Image 8 = card G = MEADOW CROWN
Image 9 = card H = FROST GLIDER
Create a 15-second 16:9 video. Keep the camera locked. Keep the interface, layout, typography, panels, icons and overall composition stable, elegant and readable. The UI should feel like a modern minimal digital creature encyclopedia, similar to a sleek pokedex. No scene cuts, no extra text, no extra buttons, no UI distortion.
Sequence:
0–2.5s: Cursor clicks card A. Main creature becomes LUMI HARE. Title changes to “LUMI HARE”. Creature blinks and rotates slightly.
2.5–5s: Cursor clicks card C. Main creature becomes EMBER FENNEC. Title changes to “EMBER FENNEC”. Cursor drags to rotate it left and right.
5–7.5s: Cursor clicks card E. Main creature becomes PETAL VULPIN. Title changes to “PETAL VULPIN”. Cursor pokes it a few times. It reacts, annoyed.
7.5–10s: Cursor clicks card G. Main creature becomes MEADOW CROWN. Title changes to “MEADOW CROWN”. Cursor taps near the face/horns. It recoils slightly.
10–12s: Cursor clicks card D. Main creature becomes TIDE BEHEMOTH. Title changes to “TIDE BEHEMOTH”. Cursor keeps poking it.
12–15s: TIDE BEHEMOTH gets angry, opens its mouth very wide, lunges forward, and swallows the cursor. Then it returns to idle. Title stays “TIDE BEHEMOTH”.
Rules:
- When a card is selected, both the main creature and the main title must update.
- Only animate cursor, selection state, title change, and the selected creature.
- Only one cursor.
- Keep motion subtle and clean until the final swallow.
- No cuts, no camera move, no UI distortion, no extra text.
Audio:
soft UI click sounds, subtle hover sounds, tiny creature reaction sounds, then a sharper aggressive creature sound and one comedic swallow gulp at the end. 这个模型的提示词怎么写
照 MiniMax 的三个字段写
MiniMax 的指南把提示词分成三个字段:integrated_multimodal_description 按时间线写画面、动作、镜头和对白;overall_soundscape 写环境声和动作声;non_diegetic_music 写只有观众听得到的配乐。这页 307 条创作者提示词里只有 21 条用了这三个字段,大多数人写的是自由文本。 来源:H3 prompt writing guide · AgentCraft: MiniMax H3 and Wan 3.0 prompt data
镜头编号,每次切镜写时间
第一个镜头写 [Shot 1],不加时间;之后每个镜头开头写切镜时间,比如 [Shot 2] At 00:03.500, the camera cuts to。切镜要带来新信息;只是景别或角度小变,就用运镜。这页有 117 条创作者提示词给镜头写了时间,大多用的是自己的格式。 来源:H3 prompt writing guide · AgentCraft: MiniMax H3 and Wan 3.0 prompt data
把故事放进 4 到 15 秒
MiniMax 要求描述的总时长和要生成的时长一致,也就是 4 到 15 秒。这页创作者提示词的中位长度是 2,096 个字符,约 290 个英文词,对应的视频最长才 15 秒,所以先删情节,再加细节。 来源:H3 prompt writing skill · AgentCraft: MiniMax H3 and Wan 3.0 prompt data
运镜写清类型、幅度和速度
指南把一个运镜拆成三部分:类型,比如推、拉、摇、变焦;再加幅度和速度;中等幅度和正常速度可以不写。这页有 217 条提示词用了镜头术语。 来源:H3 prompt writing guide · AgentCraft: MiniMax H3 and Wan 3.0 prompt data
关键帧要对上时间线
给了首帧时,提示词第一行写明 <Picture 1> 在第 0.00 秒完整对齐,再写接下来怎么动。给了首尾两帧,就写两帧之间的过程,通常用一个镜头完成;只给尾帧,就推一个合理的开头,在最后一个镜头落到这张图上。 来源:H3 prompt writing guide
参考素材的标签前后一致
上传的素材写成 <Picture 1>、<Video 1>、<Audio 1>,每个标签在所有段落里保持一致。307 条创作者提示词里有 61 条给素材编了号,但只有 23 条用的是这种标签。 来源:H3 prompt writing skill · AgentCraft: MiniMax H3 and Wan 3.0 prompt data
说明用英文,台词保留原文
各段说明用英文写,台词、歌词和画面上的文字保留原来的语言。多写具体的画面和声音细节,少用电影感、好看这类空词。 来源:H3 prompt writing skill
关于这个模型的常见问题
MiniMax H3 是什么?
MiniMax 的全模态生成模型。它能同时理解文字、图片、视频和音频,生成带原生立体声的视频,最长 15 秒,最高 2K。 来源:MiniMax H3 on GitHub
MiniMax H3 能本地运行吗?
部分可以。MiniMax 公开了 H3-Base 的权重,分两个检查点,一个用于文字和关键帧,一个用于参考素材,输出 768p。提示词改写模块 H3-Context-IR 和 2K 重生成只有托管版,要通过 MiniMax 的 API 使用。 来源:MiniMax H3 on GitHub
MiniMax H3 一段视频最长多久?
4 到 15 秒,每秒 24 帧,带 32 kHz 立体声。 来源:MiniMax H3 on GitHub
H3 最多能用多少参考素材?
参考模式下最多 9 张图、3 段视频和 3 段音频,每段 2 到 15 秒,同类合计不超过 15 秒,所有文件加起来最多 12 个。 来源:MiniMax H3 on GitHub
人物能说哪些语言?
MiniMax 列出稳定支持的有 11 种:阿拉伯文、中文、英文、法文、德文、意大利文、日文、韩文、葡萄牙文、俄文和西班牙文,其他语言支持程度不一。 来源:MiniMax H3 on GitHub
有官方的 H3 提示词 skill 吗?
有。用 npx skills add https://github.com/MiniMax-AI/MiniMax-H3 --skill h3-prompt-writing 安装。它不调用任何外部接口,所以 Claude Code、Codex、Cursor 等能读 SKILL.md 的 Agent 都能用。 来源:MiniMax H3 on GitHub