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IMAGE 1–4 лицо · образ · Петербург · будущее
PROMPT 1 — WINDOW FALL → FIRST WEB → SWING → WALL RUN

Create ONE visually continuous, photorealistic, high-budget cinematic action sequence with motivated camera transitions and seamless hidden cuts.

The MAIN HERO is the person from the uploaded reference images.

The sequence begins at a high open window and ends with the hero moving rapidly along the vertical facade of another building.

Every action must physically cause the next action.

REFERENCE IMAGE MAPPING

IMAGE 1 — HERO / FACE

Use IMAGE 1 ONLY for identity.

Preserve exactly:

facial identity,
facial structure,
eyes,
nose,
lips,
skin,
hairstyle,
hair color,
recognizable appearance.

Do not use IMAGE 1 to redesign body proportions or clothing.

IMAGE 2 — HERO / FULL BODY / OUTFIT

Use IMAGE 2 for:

body proportions,
full-body silhouette,
clothing,
footwear,
accessories.

Keep the exact same outfit throughout the sequence.

Do NOT create a superhero costume.

Do NOT create a mask.

IMAGE 3 — REAL CITY

Use IMAGE 3 as the architectural and geographical base of the city.

Preserve recognizable historic architecture and the visual identity of Saint Petersburg.

IMAGE 4 — FUTURISTIC CITY STYLE

Use IMAGE 4 only as FUTURE STYLE reference:

futuristic towers,
elevated roads,
glass transit bridges,
advanced transport,
flying vehicles,
digital architecture,
modern infrastructure.

Do NOT replace the historic city.

The result must look like REAL SAINT PETERSBURG transformed naturally into the future.

Historic architecture stays recognizable underneath and between futuristic additions.

ABSOLUTE PHYSICAL RULE

THE HERO CANNOT FLY.

THE HERO CANNOT FLOAT.

THE HERO CANNOT CHANGE DIRECTION WITHOUT FORCE.

The first aerial movement must follow exactly:

GRAVITY FALL → ARM EXTENSION → WRIST AIM → WEB LAUNCH → WEB TRAVEL → VISIBLE ATTACHMENT → SLACK REMOVAL → PROGRESSIVE TENSION → BODY REDIRECTION → PENDULUM ARC → RELEASE → MOMENTUM → WALL CONTACT

Do not skip any stage.

WEB APPEARANCE

The web is:

a narrow organic silvery-white web filament,
slightly irregular,
fibrous,
elastic,
lightweight,
clearly recognizable as spider webbing.

It must NOT look like:

rope,
wire,
cable,
lasso,
energy beam,
laser,
metallic cord.

The web always originates from the underside of the hero's wrist.

WEB-SHOOTING BODY MECHANICS

Every web shot must show believable human arm movement.

The movement sequence is:

shoulder initiates → elbow extends → forearm rotates → wrist snaps toward target → hand forms a natural web-shooting gesture → web exits from underside of wrist

The arm must NOT stay stiff.

When the web becomes loaded by body weight:

the wrist reacts first,
then forearm,
then elbow,
then shoulder,
then torso.

The body must visibly respond to tension.

SHOT 1 — WINDOW / QUIET INTRODUCTION

CAMERA:

MEDIUM-WIDE CINEMATIC SHOT.

Camera is INSIDE the room approximately 2–3 meters from the open window.

Camera height is approximately at the hero's chest level.

Use a slightly low cinematic angle so that the open city behind the hero feels enormous.

Do NOT begin with an aerial view.

Do NOT begin outside.

The hero sits naturally on the edge of a very high open window.

The hero's legs are outside the building.

The upper body remains inside or directly at the window opening.

For the first moment, clearly establish the hero's identity.

The face must be visible.

Natural breathing.

Natural micro-movements.

Hair reacts subtly to wind entering through the window.

Behind the hero we see FUTURE SAINT PETERSBURG.

Historic architecture remains recognizable.

Futuristic infrastructure appears deeper in the city.

Do NOT overwhelm the opening with excessive futuristic effects.

The hero looks briefly toward the city below.

No dramatic superhero pose.

The moment feels calm and confident.

SHOT 2 — BACKWARD FALL

The hero begins leaning backward OUTSIDE the window.

BODY PHYSICS:

Pelvis remains briefly supported by the window edge.

Shoulders move backward first.

Center of gravity moves outside the building.

Once the center of gravity passes beyond the support point, gravity takes over.

The hero does NOT jump upward.

The hero does NOT fly backward.

The body simply loses support and falls naturally.

The legs leave the window last.

Hair and clothing are immediately pulled upward relative to the falling body because of airflow.

CAMERA:

The interior camera remains stationary for the beginning of the fall.

Do NOT chase the hero outside.

The hero drops below the lower edge of the window frame and disappears.

Use the dark lower edge of the window / facade as a natural hidden transition.

SHOT 3 — FALLING POV

Immediately transition into HERO POV during the fall.

CAMERA:

FIRST-PERSON FALLING POV.

Camera is now physically moving downward with the hero.

The city appears to rush upward around the frame because the camera is falling.

Buildings rise rapidly on both sides.

The street far below becomes visible.

Strong realistic parallax.

Real motion blur only from speed.

Do NOT rotate the camera randomly.

Keep enough horizon information so the viewer understands vertical orientation.

The fall must feel heavy and fast.

SHOT 4 — HAND ENTERS FRAME

While falling, ONE of the hero's arms enters the foreground.

CAMERA:

Remain in POV.

The hand is close to camera.

The city and building facade remain visible beyond the hand.

This is a CLOSE FOREGROUND DETAIL within the POV shot.

The hand must be anatomically correct.

Five fingers.

No duplicated arm.

No extra hands.

BODY ACTION:

Shoulder rotates.

Elbow moves forward.

Forearm extends.

Wrist aims upward and diagonally toward a clearly visible architectural point on a building ahead.

The target must be ABOVE and AHEAD of the hero.

The wrist makes a fast controlled snap.

The hand forms a natural web-shooting gesture.

SHOT 5 — WEB LAUNCH

ONE web filament shoots from the underside of the wrist.

IMPORTANT:

Do not instantly connect the wrist and the building.

The viewer must SEE the filament travel through open space.

CAMERA:

For a brief moment remain close to the hand as the filament leaves the wrist.

Then CAMERA FOLLOWS THE WEB FORWARD.

The camera accelerates visually along the direction of the web.

The hero temporarily leaves the center of frame.

The camera travels visually toward the destination point.

The web crosses the gap.

It reaches a specific architectural structure:

a concrete edge,
stone cornice,
metal support,
structural facade element,
or other clearly solid surface.

The web visibly STRIKES that surface.

A small natural web spread forms around the attachment point.

The attachment point remains fixed.

SHOT 6 — ATTACHMENT → CAMERA REVEAL

Immediately after attachment, the camera performs a fast motivated orbit / whip movement away from the attachment point.

The camera changes from POV into THIRD-PERSON.

This transition is caused visually by following the web.

CAMERA POSITION:

MEDIUM-WIDE SIDE / REAR THREE-QUARTER SHOT.

Now reveal:

attachment point above,
web line,
hero below,
city behind.

The viewer must understand the full geometry:

BUILDING ATTACHMENT → WEB → HERO

Do NOT hide the entire web line.

SHOT 7 — WEB TENSION

The hero is still moving downward.

The web is initially not fully loaded.

For a brief fraction of movement:

the body continues falling,
remaining slack disappears,
the web straightens.

Then tension progressively increases.

DO NOT instantly jerk the hero upward.

The tension builds naturally.

BODY REACTION:

The arm is pulled upward.

Shoulder elevates.

Torso stretches.

Ribcage rotates slightly.

Pelvis continues downward for a fraction longer because of inertia.

Legs trail beneath and behind.

Then the whole body begins changing direction.

The hero's trajectory curves gradually.

SHOT 8 — PENDULUM SWING

The falling trajectory becomes:

DOWNWARD → DOWNWARD/FORWARD → FAST FORWARD → LOWEST POINT → FORWARD/UPWARD

This must look like a true pendulum.

The web remains under visible tension.

The hero never moves independently from the tether.

CAMERA:

Begin with a MEDIUM-WIDE side tracking shot.

Camera travels parallel to the hero.

Then slowly widen.

Do NOT remain locked directly behind the hero.

Allow the city to move dramatically through the background.

At the beginning of the swing:

the hero is large in frame.

As speed increases:

camera falls slightly behind.

Show the full body.

The legs trail behind because of inertia.

Hair streams backward.

Clothing reacts strongly to airflow.

The free arm moves naturally for balance.

The hero passes the LOWEST POINT of the arc at maximum speed.

Only AFTER crossing the lowest point does the body begin gaining altitude.

SHOT 9 — LARGE CITY REVEAL DURING SWING

CAMERA:

WIDE DYNAMIC TRACKING SHOT.

Keep the hero clearly readable but reveal much more of the city.

We see:

historic Saint Petersburg facades,
streets,
canals,
moving traffic,
pedestrians,
historic rooftops,
future vehicles,
glass transit bridges,
elevated roads,
modern towers in the distance.

Do NOT turn the city into a generic cyberpunk metropolis.

The historic layer must remain dominant and recognizable.

The hero swings between architecture.

Several foreground objects pass close to camera:

building edges,
balconies,
glass structures,
street lamps,
architectural details.

Use foreground flybys to communicate speed.

Do not collide with them.

SHOT 10 — APPROACHING THE WALL

The pendulum trajectory now brings the hero toward the side of another large building.

The hero is NOT flying directly at the wall.

The approach is tangential.

The body travels almost parallel to the facade.

CAMERA:

Move into a THREE-QUARTER SIDE SHOT.

The wall fills one side of frame.

The hero approaches from depth.

City remains visible on the opposite side.

Show both the hero and the upcoming contact surface.

SHOT 11 — WEB RELEASE

Before the hero reaches the facade:

the hand releases the current web.

The web instantly loses tension.

The old web does NOT remain connected to the hero.

The hero continues forward solely because of existing momentum.

No new web yet.

SHOT 12 — WALL CONTACT

The hero reaches the facade.

This is NOT a static wall-climbing pose.

PHYSICAL CONTACT:

First foot touches the wall.

Knee bends slightly.

Second foot contacts farther forward.

The body retains strong sideways forward momentum.

Gravity continues pulling downward.

The hero cannot stand horizontally on the wall.

SHOT 13 — WALL RUN

The hero makes approximately 2–4 fast sequential running contacts along the facade.

FOOT 1 → FOOT 2 → FOOT 1 → FOOT 2

Each foot contact lasts only a fraction of a second.

The body travels horizontally/diagonally across the facade while also slowly losing height because of gravity.

The torso leans into the direction of movement.

One hand may briefly touch the wall for stabilization.

No crawling.

No sticking motionless to the wall.

No walking calmly.

This is a HIGH-SPEED MOMENTUM-DRIVEN WALL RUN.

CAMERA:

CLOSE PARALLEL TRACKING SHOT.

Camera flies beside the hero at nearly the same speed.

The wall rushes past immediately behind the body.

Hero occupies approximately half of frame.

City is visible far below on the open side.

Strong parallax between:

hero,
wall,
distant city.

Then camera gradually moves slightly ahead of the hero.

We begin seeing the hero from a front-side three-quarter angle.

This creates the perfect transition into the next sequence.

END FRAME — IMPORTANT FOR CONTINUITY

End while the hero is STILL MOVING along the wall.

Do NOT stop.

Do NOT land.

Do NOT pose.

Do NOT fire the next web yet.

Final composition:

hero in full or almost full body,
moving rapidly along vertical facade,
one shoulder beginning to rotate outward,
open city visible ahead,
free arm beginning to prepare for the NEXT web shot.

This final frame must feel unfinished and full of forward momentum so PROMPT 2 can continue directly from it.

CAMERA LANGUAGE

Use:

MEDIUM-WIDE opening,
stationary interior camera,
falling POV,
extreme foreground hand detail,
web-follow camera,
third-person reveal,
side tracking,
wide city reveal,
parallel wall tracking.

Every camera transition must be MOTIVATED by physical action.

Do NOT randomly teleport the camera.

Do NOT create disconnected shots.

ABSOLUTE FAIL CONDITIONS

FAIL if:

hero flies without web tension,
web appears already attached,
web originates anywhere except underside of wrist,
attachment point is invisible or physically impossible,
body instantly reverses direction,
hero stands motionless on vertical wall,
face changes,
outfit changes,
mask appears,
superhero suit appears,
extra limbs appear,
city changes into generic New York-style environment,
historic city disappears.

Maintain realistic gravity, inertia, human anatomy, web tension and cinematic continuity throughout.
Части 2 и 3 требуют пятое изображение — последний кадр предыдущего видео.
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