算法艺术创作
algorithmic-art
通过代码和可调参数创作生成艺术与交互式视觉效果。
higgsfield-scene-engine【设计与创意】Tests whether a scene is structurally worth generating before any shot is prompted — a five-element engine of Goal, Obstacle, Tactic, Reversal, and Value Shift. Use when the user has a scene, sequence, beat outline, or script and wants it audited or strengthened; when a sequence generates cleanly but lands flat and nobody can say why; when shots look…
独立 GitHub 快照 · 自动分类 · 以原作者文档为准
[EMPIRICAL — Tigran's tig-scene-engine skill (2026-06-26), re-derived 2026-08-22] These definitions are
bespoke and deliberately not the textbook ones. Apply them as written; do not substitute
standard screenwriting glosses, which are looser and will pass scenes this engine fails.
Why a prompter carries this. Every shot costs credits and iterations. A structurally dead scene generates just as cleanly as a live one — the model has no opinion about whether a beat earns its place — so the failure surfaces only after the footage exists and the cut does not build. This skill is the cheapest pass in the repo: it runs on text, before any generation, and its whole job is to stop you paying to render a scene that cannot work.
It decides which shots deserve the spend. higgsfield-shotlist-director turns the
settled scene into shots; higgsfield-acting writes the performance inside them.
The single, unchanging thing the hero is fighting for: to fix what has already been established and reach, as fast as possible, the result that resolves it. "Already established" means anything set up earlier — deep backstory, a few scenes ago, or one minute ago.
A strong circumstance that jeopardizes either one stage of the path or the whole goal. It threatens; it does not merely cost.
The move the threat forces the hero to choose — a reasonable guess on his current, often incomplete, knowledge. This is search under uncertainty, not error-as-stupidity.
A turn against expectation. Three forms:
Placement: at least one reversal per sequence. A single scene may be pure escalation, but a resolved sequence with zero reversals fails.
A sequence is the run of scenes from when a specific jeopardy opens to when it resolves — overcome, or it defeats him and forces a new path. Sequences nest, and each resolving unit needs its own reversal. Flag which scale you are auditing.
The change in the AUDIENCE'S read of a character, triggered by a reversal. The keystone, and the most misunderstood element: it does not happen on the page, it happens in the viewer's mind. Each reversal forces the audience to re-judge the character — a moving verdict they keep revising (nice → experienced → cunning → no, he's desperate → devoted son → what a man).
THE CORE RULE: a reversal with no value shift is inert. A structural turn is not a reversal unless it moves the audience's verdict. If you cannot name a before-verdict and an after-verdict the audience would hold, the turn is dead weight no matter how much plot flipped.
Audit the trajectory, not just presence: are the revaluations building a deepening portrait, or just oscillating?
Goal (fixed; every scene a causal link toward it) → Obstacle (jeopardizes a stage or the whole goal; name what is at risk + scale) → Tactic (forced by the threat; a reasonable guess; its outcome must return information) → Reversal (turn against expectation; ≥1 per resolved sequence) → Value Shift (the audience re-judges the character; no shift → the reversal is useless)
Work the chain in order. Reversal and Value Shift are judged at the sequence level, not the scene.
SCENE/SEQUENCE: <one-line identification>
CHAIN CHECK
• Goal — <verdict + one line>
• Obstacle — <what's jeopardized + scale + verdict>
• Tactic — <forced? reasonable? returns info? verdict>
• Reversal — <form + present? ≥1 in sequence? verdict>
• Value Shift — <before-verdict → after-verdict per reversal, or INERT; trajectory note>
WEAKEST POINT: <the single element that, if fixed, recovers the most>
WHAT IF…
1. (Minimal) <change ONLY the weakest point so the rest of their scene still works>
2. (Clean) <a version that fully works, even if it departs further from the original>
3. (Optional) <only if it genuinely adds something>
The three tiers matter in that order: minimal preserves the user's version, clean is yours, and the third is optional. Do not collapse them into one rewrite.
Once the chain holds, the scene is worth spending on — and only then:
| Next | Skill |
|---|---|
| Who these people are, and their bible | ../higgsfield-character-design/SKILL.md |
| The shared scene direction and each character's fuel | ../higgsfield-acting/SKILL.md § The layer above the pillars |
| Breaking the settled scene into shots | ../higgsfield-shotlist-director/SKILL.md |
| Writing the shot itself | ../higgsfield-seedance/SKILL.md · ../higgsfield-seedance-2-5/SKILL.md |
The most common real failure to hunt for first: a reversal that turns the plot but does not move the audience's verdict. Surface it before anything else — it is the one that survives a read-through, generates beautifully, and still lands flat in the cut.
higgsfield-actingThis engine and ../higgsfield-acting/SKILL.md § The five pillars share three words and
define them differently, on purpose: this file audits structure (does the scene earn its
credits), acting writes playable behaviour (what the body does in the shot). Carry an
audit result into acting through this map, not by assuming the words mean the same thing
(../shared/house-rulings.md P3-5):
| Here (structure) | In acting (performance) | How one feeds the other |
|---|---|---|
| Goal — the hero's single unchanging story goal; each scene goal a causal link toward it | Super-objective (story-wide) and objective — what one character wants in this scene, from a specific person, as a verb aimed at the partner | The scene goal names the step; acting turns it into a partner-directed verb for each character, including the ones this audit never mentions |
| Obstacle — a circumstance that jeopardizes a stage or the whole goal; name what is at risk and its scale | Obstacle and stakes — what prevents the want, external or internal (pride, disbelief), plus the cost of failure | The audited jeopardy becomes the stakes; acting adds the internal obstacles a structural audit does not look for |
| Tactic — the plot-level move the threat forces, a reasonable guess under uncertainty whose failure must return information | Tactics — moment-to-moment action verbs toward the partner (press · charm · stall), changed when one fails | One structural tactic is usually played as several acting tactics; a structural wheel-spin shows up in acting as monotactics |
| Reversal and Value Shift — judged at the sequence level, in the audience's verdict | Beats — each visible change of tactic; subtext | A value shift needs a visible beat change to land on screen; if acting cannot point to the beat, the shift will not render |
../higgsfield-character-design/SKILL.md — premise, world, character, story bible../higgsfield-acting/SKILL.md — the performance layer inside a settled scene../higgsfield-shotlist-director/SKILL.md — scene → shot list