{ "id": "8d2312c0-2977-4d1f-8320-22af13e74510", "revision": 0, "last_node_id": 4, "last_link_id": 2, "nodes": [ { "id": 1, "type": "Kling4TextToVideoNode", "pos": [ 80, 140 ], "size": [ 400, 256 ], "flags": {}, "order": 0, "mode": 0, "inputs": [], "outputs": [ { "name": "VIDEO", "type": "VIDEO", "links": [ 1 ] } ], "properties": { "Node name for S&R": "Kling4TextToVideoNode" }, "widgets_values": [ "kling-4.0", "Generate a 10-second, 16:9 horizontal miniature fantasy high-speed chase short film completed in a single continuous shot. Top-priority requirement: the sprite must adopt a dragonfly-style movement pattern of “fixed-position hovering—instant dash—complete hard stop—sharp-angle trajectory change.” It is forbidden to present her as an ordinary fairy slowly floating, moving forward at constant speed, or continuously gliding smoothly. In the first 7.8 seconds of the full piece, at least six clearly identifiable burst movements must appear. Each dash must cross 60%–90% of the frame width within 3–5 frames, and immediately come to a complete stop for 2–4 frames after reaching the new position. During the sprint, only 1–2 frames of pink body afterimage and transparent wing streaks are left; after the hard stop, the character must instantly return to sharp focus. The visual effect should be close to a real dragonfly: fixed-position hovering in the distance → suddenly crossing several meters → instantly freezing in place at another spot → changing body orientation → then bursting into movement in a completely different direction. This is not a continuous flight path, but is formed by multiple short, sharp, almost frame-skipping high-speed displacements. The character must not use ordinary slow flight to fill time. Character design Throughout the entire piece, only the same adult miniature flyer appears, height about 15–20 centimeters: light gold short hair;\nlight pink thin short skirt;\nbare lower legs;\ntwo pairs of narrow translucent dragonfly wings;\nwings have fine wing veins and slight iridescence;\nstable body proportions;\nmainly show back and side-back views;\nno facial close-up. She is not a child character and does not use a cute ballet-style floating posture. When hovering, the body is almost vertical, and the four wings vibrate at high frequency; before a burst launch, the body rapidly lowers within 1–2 frames and turns into a horizontal forward-leaning posture, with the head, chest, and toes pointing toward the flight direction. When hard-stopping, the body quickly lifts, the legs swing forward to offset inertia, and the wings spread to both sides to brake. After the hard stop is completed, the body must be completely still, with only the wings maintaining high-frequency vibration. Scene A realistic, warm, and slightly messy children’s toy room: beige short-pile carpet;\nwarm gray-green walls;\nwooden storage cabinet;\nred toy truck;\ngreen toy car;\nbrown plush bear;\nwhite plush animal;\nscattered picture books and building blocks;\na large colorful block castle at the far end of the room. The block castle is built from yellow, blue, green, and red large plastic building blocks, with towers, city walls, gate openings, and obviously loose structures. Behind the castle connects to a deep blue underwater space; above is a bright water surface, blue-white volumetric light, a small amount of aquatic plants, light-colored sand, and rising bubbles. Camera rules The camera must not constantly lock onto the character, and must not maintain a fixed distance from the character. Each dash uses the following fixed logic: the camera briefly and steadily observes the hovering sprite;\nthe sprite first suddenly dashes toward the edge of the frame within 3–5 frames;\nthe character is allowed to completely leave the frame for 2–4 frames;\nthe camera is 0.1–0.2 seconds late before quickly whipping toward the new direction;\nthe camera may briefly pass beyond the character’s stopping position;\nthen it reverse-adjusts slightly and rediscovers the already completely hovering sprite;\nafter staying for 2–4 frames, the character dashes again. The visual relationship of “the character has already arrived and stopped while the camera is still catching up” must appear many times. The camera must not keep the sprite always centered, always sharp, and always the same size. During a sprint, the character may rapidly shrink from a close-up into a tiny pink dot in the distance, or suddenly sweep past the edge of the lens from afar. Motion visual requirements Each sprint must simultaneously show at least three pieces of speed evidence: the sprite’s screen position changes drastically;\nthe character’s size changes rapidly;\nforeground toys streak past at high speed;\nthe carpet texture forms directional motion streaks;\nthe camera produces a delayed whip;\nthe air pushes the edges of paper;\nthe wings form high-frequency transparent fan-shaped afterimages;\nafter the sprint ends, the character suddenly freezes in sharp focus. It is forbidden to express high speed only through rapid wing vibration. The character must be seen actually crossing a clear spatial distance. 10-second timeline 0–0.7 seconds|Fixed observation and first horizontal crossing The camera is about 5 centimeters from the carpet and temporarily maintains an approximately fixed position. The sprite hovers on the left side of the frame, her body clear, wings vibrating at high speed. After about 0.12 seconds, she suddenly lowers her body and dashes horizontally. The first dash must cross from the left side of the frame to the right side within about 0.13 seconds, in 4 frames, crossing about 85% of the frame width. Only an extremely short pink directional afterimage is left in between. The sprite exits the frame on the right. The camera remains in the original position for about 2 frames, then suddenly whips right. 0.7–1.5 seconds|Catch-up and first hard stop The camera quickly whips right and rediscovers the sprite above the green toy car. At this point, the sprite has already completely stopped, about 10 centimeters above the top of the toy car. The camera slightly passes her due to inertia, then quickly corrects left. The sprite maintains a clear hover for about 3 frames, then immediately dashes toward the front-left at an angle of about 90 degrees, passing extremely close in front of the camera. The character instantly changes from a small distant shot into a pink blurred close-up occupying about 25% of the frame height, then disappears from the left side. 1.5–2.6 seconds|Two consecutive dragonfly trajectory changes The camera whips left to chase. The sprite instantly stops for 2–3 frames beside the shoulder of the plush bear, and her body quickly turns toward the depth of the room. Then she completes two bursts: third dash: from beside the plush bear to behind the red toy truck, completed in about 4 frames;\nhard stop for 3 frames;\nfourth dash: crossing upper-right over picture books and scattered building blocks, completed in about 3 frames. Each stopping position is separated by 1–2 meters; she must not move only tens of centimeters. The camera chases half a beat late each time, and the frame produces obvious left-right whipping and spatial jumps. 2.6–3.8 seconds|Long-distance ultra-high-speed dash The block castle is located at the far end of the room. The sprite suddenly comes into a complete hover above the foreground building blocks. The camera also briefly stops, and the frame is quiet for about 0.12 seconds. Then the sprite completes the fifth and longest-distance burst movement in the entire film: the body instantly turns horizontal;\nthe wings become a translucent fan shape;\nshe crosses the main distance of the room within about 0.2 seconds;\nshe rapidly shrinks from about 18% of the frame height to less than 3%;\nshe directly arrives in front of the distant castle entrance;\nthe camera remains in the original position for about 3 frames before suddenly accelerating. Foreground toys, cabinet legs, picture books, and carpet texture streak backward at high speed. When the camera catches up, the castle instantly expands from a distant view and occupies the entire frame. 3.8–5 seconds|Three-stage jumps on the city wall The sprite does not continuously ascend along the city wall, but instantly jumps between three clear positions: hover at the base of the city wall;\ndash to the mid-level tower within 3 frames;\ncomplete stop for 2 frames;\ndash horizontally to another tower within 4 frames;\nstop for 2 frames;\ndash vertically to the highest point within 3 frames. Each time after arriving, the sprite must immediately come to a complete stop as if nailed in the air; she must not slow down and slide. The camera searches for her sequentially through a sharp upward tilt, a fast horizontal pan, and a short reverse turn. Colorful building blocks streak past both sides of the lens. The camera may temporarily lose the character, but it must recapture her. 5–6.3 seconds|Turnaround dive and castle collapse After reaching the top of the tower, the sprite hovers for only about 0.1 seconds, then suddenly completes the sixth dash downward, with a return angle of about 110 degrees. She dives at high speed from above, grazes a loosely connected block, and enters the inside of the castle. The character herself does not hit the wall; the rapid airflow and grazing make the block structure lose stability. The castle collapses in sequence: large pieces at the top first tilt;\nmid-level blocks fall due to gravity;\nsmall pieces then roll and bounce;\ndifferent blocks have different movement directions and speeds. The sprite continuously performs two left-right evasions of 3–4 frames amid the fragments. The camera whips half a beat late and moves between the large blocks. 6.3–7.8 seconds|Fragment passage and high-speed dive Inside the castle, a deep blue opening is revealed. The sprite suddenly hard-stops in front of the opening, and her body remains completely fixed for about 3 frames. The camera, due to inertia, first surges forward and nearly reaches her. In the next instant, the sprite dashes vertically downward and rapidly exits the bottom of the frame. The camera is about 0.15 seconds late before flipping downward 80 degrees to chase. The character, the building blocks, and the camera fall at high speed. When passing through the water-surface boundary, realistic refraction, splashes, bubbles, and 2–3 frames of brief defocus are produced. 7.8–9 seconds|Water-resistance forced deceleration After entering underwater, the movement rules immediately change. The sprite’s originally high-speed downward body receives strong water resistance within 0.3 seconds: the forward distance rapidly shortens;\nthe body pitches forward about 20 degrees;\nthe legs and arms continue swinging due to inertia;\nthe hair and skirt float upward;\nthe wings stop high-speed vibration;\nthe four wings spread out and slowly sway. The camera slides forward a short distance from its high-speed chase state, then gradually stabilizes. Bubbles uniformly rise upward, and block fragments slowly rotate and sink. 9–10 seconds|Complete stillness ending The sprite completely stops underwater, floating in the upper-central area of the frame. The camera still moves forward about 20 centimeters due to inertia, then completely stops. The sprite slowly turns toward the blue beam of light ahead, while her skirt and wings gently sway under the water flow. The last 0.4 seconds maintain a stable frame: the sprite no longer moves forward;\nbubbles rise;\naquatic plants slowly spring back;\nbuilding blocks continue sinking;\nthe water surface above produces soft caustics;\ndo not fade to black. Mandatory speed limits In the air, at least six complete “dash—hard stop” occurrences must appear. Each dash must cross at least 60% of the frame width, and each hard stop must present 2–4 frames of a completely sharp and completely still character image. Do not use slow takeoff, gradual acceleration, smooth deceleration, or continuous curved flight. Do not let the sprite drift forward upright like an ordinary fairy. Do not let her move through the air using running, swimming, or bird-like gliding motions. Allow the sprite to briefly leave the frame, allow the camera to temporarily lose the character, and allow the character during a sprint to appear only as 1–2 frames of pink directional afterimage. Do not fix the camera behind the character, and do not let the two maintain the same speed, distance, and composition. The camera must be noticeably slower than every launch of the sprite. High-speed effects must not rely only on motion blur, wing vibration, or background movement; they must show real position jumps, scale changes, camera catch-up, and instant hard stops. The character must not truly disappear or teleport. Between each position jump, keep 1–2 frames of continuous directional afterimage so that the spatial route remains traceable. The entire film must maintain the same continuous shot, without using hard cuts. Keep the character design, wing count, and body structure stable. No limb distortion, wing disappearance, character duplication, blocks turning into powder, flames, smoke, glowing trails, magic particles, text, logos, or watermarks.", "720p", "16:9", 10, 42, "randomize", "fixed" ], "widgets_values_named": { "model": "kling-4.0", "model.prompt": "Generate a 10-second, 16:9 horizontal miniature fantasy high-speed chase short film completed in a single continuous shot. Top-priority requirement: the sprite must adopt a dragonfly-style movement pattern of “fixed-position hovering—instant dash—complete hard stop—sharp-angle trajectory change.” It is forbidden to present her as an ordinary fairy slowly floating, moving forward at constant speed, or continuously gliding smoothly. In the first 7.8 seconds of the full piece, at least six clearly identifiable burst movements must appear. Each dash must cross 60%–90% of the frame width within 3–5 frames, and immediately come to a complete stop for 2–4 frames after reaching the new position. During the sprint, only 1–2 frames of pink body afterimage and transparent wing streaks are left; after the hard stop, the character must instantly return to sharp focus. The visual effect should be close to a real dragonfly: fixed-position hovering in the distance → suddenly crossing several meters → instantly freezing in place at another spot → changing body orientation → then bursting into movement in a completely different direction. This is not a continuous flight path, but is formed by multiple short, sharp, almost frame-skipping high-speed displacements. The character must not use ordinary slow flight to fill time. Character design Throughout the entire piece, only the same adult miniature flyer appears, height about 15–20 centimeters: light gold short hair;\nlight pink thin short skirt;\nbare lower legs;\ntwo pairs of narrow translucent dragonfly wings;\nwings have fine wing veins and slight iridescence;\nstable body proportions;\nmainly show back and side-back views;\nno facial close-up. She is not a child character and does not use a cute ballet-style floating posture. When hovering, the body is almost vertical, and the four wings vibrate at high frequency; before a burst launch, the body rapidly lowers within 1–2 frames and turns into a horizontal forward-leaning posture, with the head, chest, and toes pointing toward the flight direction. When hard-stopping, the body quickly lifts, the legs swing forward to offset inertia, and the wings spread to both sides to brake. After the hard stop is completed, the body must be completely still, with only the wings maintaining high-frequency vibration. Scene A realistic, warm, and slightly messy children’s toy room: beige short-pile carpet;\nwarm gray-green walls;\nwooden storage cabinet;\nred toy truck;\ngreen toy car;\nbrown plush bear;\nwhite plush animal;\nscattered picture books and building blocks;\na large colorful block castle at the far end of the room. The block castle is built from yellow, blue, green, and red large plastic building blocks, with towers, city walls, gate openings, and obviously loose structures. Behind the castle connects to a deep blue underwater space; above is a bright water surface, blue-white volumetric light, a small amount of aquatic plants, light-colored sand, and rising bubbles. Camera rules The camera must not constantly lock onto the character, and must not maintain a fixed distance from the character. Each dash uses the following fixed logic: the camera briefly and steadily observes the hovering sprite;\nthe sprite first suddenly dashes toward the edge of the frame within 3–5 frames;\nthe character is allowed to completely leave the frame for 2–4 frames;\nthe camera is 0.1–0.2 seconds late before quickly whipping toward the new direction;\nthe camera may briefly pass beyond the character’s stopping position;\nthen it reverse-adjusts slightly and rediscovers the already completely hovering sprite;\nafter staying for 2–4 frames, the character dashes again. The visual relationship of “the character has already arrived and stopped while the camera is still catching up” must appear many times. The camera must not keep the sprite always centered, always sharp, and always the same size. During a sprint, the character may rapidly shrink from a close-up into a tiny pink dot in the distance, or suddenly sweep past the edge of the lens from afar. Motion visual requirements Each sprint must simultaneously show at least three pieces of speed evidence: the sprite’s screen position changes drastically;\nthe character’s size changes rapidly;\nforeground toys streak past at high speed;\nthe carpet texture forms directional motion streaks;\nthe camera produces a delayed whip;\nthe air pushes the edges of paper;\nthe wings form high-frequency transparent fan-shaped afterimages;\nafter the sprint ends, the character suddenly freezes in sharp focus. It is forbidden to express high speed only through rapid wing vibration. The character must be seen actually crossing a clear spatial distance. 10-second timeline 0–0.7 seconds|Fixed observation and first horizontal crossing The camera is about 5 centimeters from the carpet and temporarily maintains an approximately fixed position. The sprite hovers on the left side of the frame, her body clear, wings vibrating at high speed. After about 0.12 seconds, she suddenly lowers her body and dashes horizontally. The first dash must cross from the left side of the frame to the right side within about 0.13 seconds, in 4 frames, crossing about 85% of the frame width. Only an extremely short pink directional afterimage is left in between. The sprite exits the frame on the right. The camera remains in the original position for about 2 frames, then suddenly whips right. 0.7–1.5 seconds|Catch-up and first hard stop The camera quickly whips right and rediscovers the sprite above the green toy car. At this point, the sprite has already completely stopped, about 10 centimeters above the top of the toy car. The camera slightly passes her due to inertia, then quickly corrects left. The sprite maintains a clear hover for about 3 frames, then immediately dashes toward the front-left at an angle of about 90 degrees, passing extremely close in front of the camera. The character instantly changes from a small distant shot into a pink blurred close-up occupying about 25% of the frame height, then disappears from the left side. 1.5–2.6 seconds|Two consecutive dragonfly trajectory changes The camera whips left to chase. The sprite instantly stops for 2–3 frames beside the shoulder of the plush bear, and her body quickly turns toward the depth of the room. Then she completes two bursts: third dash: from beside the plush bear to behind the red toy truck, completed in about 4 frames;\nhard stop for 3 frames;\nfourth dash: crossing upper-right over picture books and scattered building blocks, completed in about 3 frames. Each stopping position is separated by 1–2 meters; she must not move only tens of centimeters. The camera chases half a beat late each time, and the frame produces obvious left-right whipping and spatial jumps. 2.6–3.8 seconds|Long-distance ultra-high-speed dash The block castle is located at the far end of the room. The sprite suddenly comes into a complete hover above the foreground building blocks. The camera also briefly stops, and the frame is quiet for about 0.12 seconds. Then the sprite completes the fifth and longest-distance burst movement in the entire film: the body instantly turns horizontal;\nthe wings become a translucent fan shape;\nshe crosses the main distance of the room within about 0.2 seconds;\nshe rapidly shrinks from about 18% of the frame height to less than 3%;\nshe directly arrives in front of the distant castle entrance;\nthe camera remains in the original position for about 3 frames before suddenly accelerating. Foreground toys, cabinet legs, picture books, and carpet texture streak backward at high speed. When the camera catches up, the castle instantly expands from a distant view and occupies the entire frame. 3.8–5 seconds|Three-stage jumps on the city wall The sprite does not continuously ascend along the city wall, but instantly jumps between three clear positions: hover at the base of the city wall;\ndash to the mid-level tower within 3 frames;\ncomplete stop for 2 frames;\ndash horizontally to another tower within 4 frames;\nstop for 2 frames;\ndash vertically to the highest point within 3 frames. Each time after arriving, the sprite must immediately come to a complete stop as if nailed in the air; she must not slow down and slide. The camera searches for her sequentially through a sharp upward tilt, a fast horizontal pan, and a short reverse turn. Colorful building blocks streak past both sides of the lens. The camera may temporarily lose the character, but it must recapture her. 5–6.3 seconds|Turnaround dive and castle collapse After reaching the top of the tower, the sprite hovers for only about 0.1 seconds, then suddenly completes the sixth dash downward, with a return angle of about 110 degrees. She dives at high speed from above, grazes a loosely connected block, and enters the inside of the castle. The character herself does not hit the wall; the rapid airflow and grazing make the block structure lose stability. The castle collapses in sequence: large pieces at the top first tilt;\nmid-level blocks fall due to gravity;\nsmall pieces then roll and bounce;\ndifferent blocks have different movement directions and speeds. The sprite continuously performs two left-right evasions of 3–4 frames amid the fragments. The camera whips half a beat late and moves between the large blocks. 6.3–7.8 seconds|Fragment passage and high-speed dive Inside the castle, a deep blue opening is revealed. The sprite suddenly hard-stops in front of the opening, and her body remains completely fixed for about 3 frames. The camera, due to inertia, first surges forward and nearly reaches her. In the next instant, the sprite dashes vertically downward and rapidly exits the bottom of the frame. The camera is about 0.15 seconds late before flipping downward 80 degrees to chase. The character, the building blocks, and the camera fall at high speed. When passing through the water-surface boundary, realistic refraction, splashes, bubbles, and 2–3 frames of brief defocus are produced. 7.8–9 seconds|Water-resistance forced deceleration After entering underwater, the movement rules immediately change. The sprite’s originally high-speed downward body receives strong water resistance within 0.3 seconds: the forward distance rapidly shortens;\nthe body pitches forward about 20 degrees;\nthe legs and arms continue swinging due to inertia;\nthe hair and skirt float upward;\nthe wings stop high-speed vibration;\nthe four wings spread out and slowly sway. The camera slides forward a short distance from its high-speed chase state, then gradually stabilizes. Bubbles uniformly rise upward, and block fragments slowly rotate and sink. 9–10 seconds|Complete stillness ending The sprite completely stops underwater, floating in the upper-central area of the frame. The camera still moves forward about 20 centimeters due to inertia, then completely stops. The sprite slowly turns toward the blue beam of light ahead, while her skirt and wings gently sway under the water flow. The last 0.4 seconds maintain a stable frame: the sprite no longer moves forward;\nbubbles rise;\naquatic plants slowly spring back;\nbuilding blocks continue sinking;\nthe water surface above produces soft caustics;\ndo not fade to black. Mandatory speed limits In the air, at least six complete “dash—hard stop” occurrences must appear. Each dash must cross at least 60% of the frame width, and each hard stop must present 2–4 frames of a completely sharp and completely still character image. Do not use slow takeoff, gradual acceleration, smooth deceleration, or continuous curved flight. Do not let the sprite drift forward upright like an ordinary fairy. Do not let her move through the air using running, swimming, or bird-like gliding motions. Allow the sprite to briefly leave the frame, allow the camera to temporarily lose the character, and allow the character during a sprint to appear only as 1–2 frames of pink directional afterimage. Do not fix the camera behind the character, and do not let the two maintain the same speed, distance, and composition. The camera must be noticeably slower than every launch of the sprite. High-speed effects must not rely only on motion blur, wing vibration, or background movement; they must show real position jumps, scale changes, camera catch-up, and instant hard stops. The character must not truly disappear or teleport. Between each position jump, keep 1–2 frames of continuous directional afterimage so that the spatial route remains traceable. The entire film must maintain the same continuous shot, without using hard cuts. Keep the character design, wing count, and body structure stable. No limb distortion, wing disappearance, character duplication, blocks turning into powder, flames, smoke, glowing trails, magic particles, text, logos, or watermarks.", "model.resolution": "720p", "model.aspect_ratio": "16:9", "model.duration": 10, "model.seed": 42, "control_after_generate#1": "randomize", "control_after_generate": "fixed" }, "color": "#432", "bgcolor": "#653" }, { "id": 2, "type": "SaveVideo", "pos": [ 550, 140 ], "size": [ 270, 106 ], "flags": {}, "order": 1, "mode": 0, "inputs": [ { "name": "video", "type": "VIDEO", "link": 1 } ], "outputs": [ { "name": "video", "type": "VIDEO", "links": null } ], "properties": {}, "widgets_values": [ "video/kling4_t2v", "mp4", "auto", "auto" ], "widgets_values_named": { "filename_prefix": "video/kling4_t2v", "format": "mp4", "format.codec": "auto", "codec": "auto" } } ], "links": [ [ 1, 1, 0, 2, 0, "VIDEO" ] ], "groups": [], "config": {}, "extra": { "ds": { "scale": 1.1860869060654997, "offset": [ 490.3295221277057, 163.95700584210513 ] }, "frontendVersion": "1.57.1" }, "version": 0.4 }