计划执行与检查节点
executing-plans
按既定实施计划完成工作,保持过程检查和反馈。
higgsfield-seedance【效率与协作】Rewrites scene descriptions using professional cinematography language, structures prompts with a six-slot formula (camera + subject + action + setting + style + lighting), and diagnoses content filter rejections via a preflight linter. Use whenever the user asks for a Seedance 2.0 / Seedance Pro prompt, describes a scene for Seedance generation, men…
独立 GitHub 快照 · 自动分类 · 以原作者文档为准
Generated-checked block (scripts/build_index.py verifies anchors). Read the linked sections for full context — these lines are routing aids, not the rules themselves.
enhance_prompt off), Style Prefix = per-project constant compiled into home blocks →video_edit / video_extension, 4–30s, 30/10/10 references, first-last frames in omni_reference, up to 1080p (no 4K, no genre) — use ../higgsfield-seedance-2-5/SKILL.mdPRODUCTION-PATTERNS.md in this directoryHELL-GRIND.md in this directory../higgsfield-acting/SKILL.mdENGINE-RULES.md in this directoryFAILURE-MODES.md in this directoryNO BGM vs No music., the stop numbers) is recorded — not silently resolved — in ../shared/house-rulings.md; label meanings in ../shared/provenance.mdmode=std only; mode=fast (Seedance 2.0 Fast) caps at 480p/720p — in Cinema Studio the model is still capped at 1080p →python3 scripts/seedance_lint.py --preflight --model seedance_2_0 "<prompt>" — enums come from ../../specs/model-specs.json (fast+1080p/4K and Kling 21:9 are auto-caught) →--confirmed / add-quality) →Use this skill whenever the user wants a Seedance 2.0 / Seedance Pro prompt, OR whenever a Seedance generation has been blocked, flagged, or silently failed. This skill's job is to stop credit waste on filter rejections.
Engine rules (read with this file): the hard rendering constraints of the Seedance 2.0 engine — age-blind characters, exit-frame = implicit cut, off-screen = nonexistent, no reflection shots, ≤3 tracked characters, the double-contrast cut rule — live in
ENGINE-RULES.mdin this directory, together with the high-risk shot table (reflections, same-character doubles, crowds, text rendering) and its mitigations. This SKILL.md is theEN-directorprofile of that rule core; theZH-houseandbilingual-JSONprofiles (../../docs/Seedance 2 Skill.md) obey the same core. Flag high-risk shot types at authoring time — never silently break a rule the project's hero image happens to conflict with.
Production patterns (sibling reference): patterns demonstrated working in Higgsfield's own Seedance-4K film tutorial — reference-role vocabulary, coordinate blocking, video-reference screen composites, prompted imperfection, 60:30:10 grade — live in
PRODUCTION-PATTERNS.mdin this directory, labeled[DEMO].
Seedance 2.0's content filter is not a keyword blacklist. It is a language model that reads the full prompt as a single scene and judges intent and context. Most users burn hours swapping individual words — that loop does not work.
The filter compares two things:
A word that looks sensitive in isolation can sit inside a well-constructed cinematic prompt without issue — the filter reads the full picture. A prompt with no picture to read (no setting, no visual purpose, no narrative logic) gives the filter nothing to work with, and it errs on the side of caution.
Practical rule: the prompt must describe a scene, not a subject. Fix the voice first, then fix the words.
This single heuristic saves time on every failure:
| Failure timing | Meaning | What to do |
|---|---|---|
| < 10 seconds (instant) | Content filter rejection — prompt never reached the GPU | Rewrite for voice + remove risk tokens. Do not regenerate unchanged. |
| > 30 seconds (delayed) | Infrastructure, timeout, or complexity — prompt passed the filter but the render failed | Simplify action density, cut length, try again |
If the user is seeing instant fails in a loop, it is a filter issue — never a GPU issue. Stop them from regenerating before the rewrite.
Every Seedance prompt should hit these six slots, in this order:
[Camera movement] + [Subject] + [Action] + [Setting] + [Style] + [Lighting]
All six are technically optional — but a prompt that includes all six almost never gets flagged, because the filter has full context to interpret every word. A prompt missing 3+ slots is where flags come from.
Slow dolly-in on a figure in a dark overcoat standing alone at the end of a rain-slick alley. Cold teal shadows, single practical streetlamp, shallow depth of field.
Camera ✓ Subject ✓ Action ✓ Setting ✓ Style ✓ Lighting ✓ — all six slots, ~30 words, passes the filter because the scene is fully legible.
A set of Seedance-2.0-specific prompt rules. These are empirical —
practitioner A/B findings that are plausible given the architecture but are
not in the official model spec. Treat them as strong heuristics and let the
repo's iteration discipline (../higgsfield-prompt/SKILL.md § The Iteration
Rule) confirm them on your own material, rather than as guaranteed model
behavior.
Seedance reads the prompt left-to-right with diminishing attention weight. The first sentence carries the most influence; by the third sentence you are in "detail territory," where the model stops treating elements as primary instructions and starts sampling them diffusely.
Relationship to the two length numbers. This 50–80-word figure is the coherence optimum. The >180-word figure in § Pre-flight Linter is a different axis — the filter/encoder risk ceiling (>220 often hard-fails the text encoder). 50–80 is where to sit; ~180 is where it starts to break. They don't conflict.
Relationship to the six-slot formula. The six slots guarantee the filter sees a complete scene (presence). The attention model governs weight (order
cinematic, epic, beautiful, high quality, amazing are high-frequency
labels attached to an enormous range of training footage — dark thrillers,
bright rom-coms, nature docs all read as "cinematic" — so the model samples a
broad, diffuse distribution and they move the output toward nothing in
particular. Don't just delete the slop word (Voice Rewrite §6) — substitute a
named, narrowly-trained referent:
| Empty adjective | Named substitute (samples a narrow distribution) |
|---|---|
| "cinematic" / "epic look" | a director: "Wes Anderson symmetry" (centered framing, pastel) · "Kubrick one-point perspective" (geometric corridors) |
| "cinematic lighting" | a lighting setup: "golden-hour backlight, long shadows stretching forward" |
| "beautiful" / "high quality" | a lens spec: "anamorphic 2.39:1, lens flare from a practical light source" |
Positive form of ../higgsfield-prompt/SKILL.md § Anti-Slop Vocabulary. The lens-spec row is
short-form, single-shot doctrine: for a sequence whose location plates are generated with
the lens already in them, one studio drops the optics words from the video prompt (§ Bake it
into the asset) while Hell Grind keeps the look in both the plates and the prompt — OPEN
(../shared/house-rulings.md P2-6).
Official override on director names. Higgsfield's own prompt-writing skill forbids director names, signature-work references, and equipment model names outright (see § Official Prompt Architecture — the Block Scaffold → Measurable-language rules). The director-substitute trick above is an empirical short-form fallback; in block-scaffold prompts, describe the look in observable terms instead — "centered symmetrical framing, pastel palette", not "Wes Anderson symmetry".
Combined with complex action or camera movement, fast is the single
worst-degrading keyword. The temporal branch already runs multiple high-velocity
calculations when motion is layered; fast asks all of them to run at maximum
velocity at once. Two competing fast elements jitter; three compound into error
that's hard to salvage.
Fix: describe the physics, not the speed. feet striking hard, each stride at full extension, arms pumping at 90 degrees produces the perception of speed
with no degradation. One element can carry speed — just not all of them
simultaneously. (Same family as Voice Rewrite §3 — describe physics, not
emotion.)
Seedance has no negative-embedding architecture for the prompt text — every
token is read as a positive instruction. negative: jitter, bent limbs gets
parsed as scene description the model tries to render (noise), not as a
constraint, and makes the output worse.
Use positive constraint statements — direct declarations of what must be true:
Face stable. Limbs anatomically natural. Consistent lighting, no flicker.
Body proportions consistent throughout.
Scope: this is about the Seedance prompt body, and the target is
negative: list syntax / bare negation lists — not every "no" token. A short
lock tail inside a positive declaration ("Consistent lighting, no flicker";
the Style Prefix's "Photorealistic — no 3D render") is fine and field-proven
across the harvest corpus. It does not override the Higgsfield UI's
dedicated negative-prompt field (which some image models expose and
../../vocab.md § Composition Vocabulary uses). The same positive-only
requirement is already documented for Cinema Studio 3.0 in
../shared/negative-constraints.md, which also carries the test for when a short, specific ban
is correct (§ Where a ban is still correct — is the model's default already the failure?).
If a word has a plausible second reading, Seedance may take it. The observed case: "wind tearing at her coat" — meant as fabric pulled violently; the model sometimes reads tearing as ripping (fabric shredding) or tearing up (crying), and the shot changes accordingly. This is not covered by any known prompt guide — treat it as a first-class law:
Before a verb ships, ask: is there a second physical thing this word can look like? If yes, replace it with the phrasing only ONE thing can look like.
wind tearing at her coat → wind whipping violently at her coat /
her coat flutters violently in the windAdopted (genuinely absent from this skill until now):
Rejected (was: flagged, test day pending): their worldbuilder puts the camera
block at the BOTTOM ("at the top FOV fights identity data") — this contradicts
both this skill's CAMERA-3rd-position rule and their own seedance skill.
Resolved 2026-07-26 by field evidence instead of a test day [FIELD — 13-project community harvest]: across ~4,000 harvested production prompts from 9 creators,
the CAMERA block sits mid-document in every final prompt — never at the bottom.
CAMERA-3rd stands; the bottom-position claim is dropped.
[EMPIRICAL — dramaclaw production corpus, Seedance] — practitioner findings
earned in dramaclaw's Seedance production work. The craft is model-agnostic
i2v motion-writing rather than a Seedance spec; same epistemic status as the
rest of this section (strong heuristics — confirm on your own material).
FAILURE-MODES.md § Action-reversal
fill.) Scope (../shared/house-rulings.md P2-1): this chain is for
low-complexity, same-vector motion whose job is to fill the clip — walks
to the window, pulls the curtain, leans into the glass. A multi-step process
that reverses direction on the way to a peak (reaches in, pulls out, winds
up) is the case ../higgsfield-acting/SKILL.md § States, not transitions
opens already in the state instead; an object that must visibly change
under the hands takes the causal chain in FAILURE-MODES.md § Mimed
manipulation. Pick by what the shot is for.dolly in while panning left) → jitter at the
transition because the model executes the two vectors in sequence. Use one
primary move + one texture modifier (slow dolly in, slightly handheld). Full
treatment: FAILURE-MODES.md § Multi-motion camera overload.../higgsfield-prompt/SKILL.md § Image-to-Video (I2V) and
../higgsfield-seedance-vfx/references/first-frame.md (the start_image
handoff). This rule is for an image that is frame one; an image attached
as an identity reference is § Reference-Based, where how much matching
identity text may ride beside it is OPEN (../shared/house-rulings.md P1-1).[OFFICIAL — Higgsfield prompt-writter.skill, 2026-07] — Higgsfield ships
its own Seedance 2.0 prompt-writing skill with the Seedance-4K release. This
section is that doctrine, reconciled with the rest of this file. Where the
two disagree, the official rule wins inside block-scaffold prompts; the
empirical rules elsewhere in this skill remain the short-form regime.
Two regimes, not a contradiction. The six-slot formula and the
50–80-word sweet spot (§ Prompt-Craft Laws) govern short-form single shots.
The block scaffold is the production regime — multi-shot, reference-heavy,
high-control work — where structure replaces the word cap: write densely
where control matters, sparsely where it does not, and say each important
thing once. The pre-flight linter detects this regime automatically (canonical
block labels / shot markers) and suspends the short-form word caps — force it
with --regime block if detection misses — while every structural lint rule
(shot counts, beat sums, handle declarations, enum checks) still applies in
full. Likewise, the Voice Rewrite instruction
to put a Style & Mood clause up front is the short-form filter pass — in a
block prompt the filter gets its full scene from SCENE CONTEXT, LOCATION MAP,
and LIGHTING instead, and style is distributed (below).
Write blocks in this order, using only the blocks the shot needs:
SCENE CONTEXT
ACTIVE REFERENCES
LOCATION MAP
FIRST FRAME / BLOCKING
FORMAT MODE
OPTICS
CAMERA
ACTION
PERFORMANCE (when acting matters)
PHYSICS
LIGHTING
COLOR GRADE (when the grade is strong / stylized)
WARDROBE (when costume matters)
AUDIO
STYLE (technical-style suffix)
OUTPUT SETTINGS (when format must be pinned)
POSITIVE LOCKS
Logic: context and references first, then space and timing, then action and physics, then descriptive style in its home positions, then a technical suffix, locks last. A naturalistic single take may drop COLOR GRADE, WARDROBE, and OUTPUT SETTINGS entirely and fold those notes into LOCATION MAP / LIGHTING.
In a standalone block-scaffold prompt there is no style-prefix block at the top; the prompt always opens on SCENE CONTEXT. Each style aspect lives in the block that governs it: light → LIGHTING; color → COLOR GRADE, or folded into LOCATION MAP + LIGHTING for a naturalistic look; lens / optical character → OPTICS; skin realism and acting → PERFORMANCE; format / grain / fps → the STYLE + OUTPUT SETTINGS suffix just before POSITIVE LOCKS. Descriptive style sits in the body next to what it describes; technical style sits as the end suffix; nothing style-related opens the prompt.
Connected-shotlist carve-out [FIELD — 13-project harvest]: in a
multi-scene shotlist project, the field-proven shape is the opposite — a
per-project compiled Style Prefix glued verbatim to the top of every scene
prompt (edit once → changes everywhere), then the scene body. Consistency
across 25 separately-generated scenes outweighs distributed elegance there.
That regime is owned by ../higgsfield-shotlist-director/SKILL.md § Per-scene
prompt law and ../../templates/seedance/global-style-prefix.md; this
section governs standalone prompts only.
In prompt text, state field of view in degrees from these discrete anchors only — never millimeters, never in-between values (not "23°" — use 18° or 29°):
| FOV | mm equiv | Use |
|---|---|---|
| 180° | fisheye | spherical distortion — POV, dream-state |
| 107° | 14–16mm | architectural ultra-wide, epic establish |
| 84° | 20–24mm | wide — establish, group blocking |
| 63° | 28–35mm | observational, reportage |
| 47° | 40–50mm | neutral human perspective |
| 29° | 75–85mm | portrait compression, dialogue bust |
| 18° | 100–135mm | close portrait, identity-preserving |
| 12° | 180–200mm | tele-detail — hands, objects |
| 8° | 300–400mm | extreme compression, observation, broadcast |
In a multishot, set FOV per segment and add "no drift mid-segment".
Place the CAMERA block in the 3rd position of the prompt's core layers (subject → action → camera → style → constraints). Moved to the end, FOV gets ignored; moved to the front, it conflicts with identity.
../higgsfield-facs/SKILL.md.[FIELD] — the PHYSICS
block writes weights in so gravity reads correctly: "the spider is 10–12 centimeters, 50–70 grams — it falls gently; the man is 70–80 kg — the drop lands hard." Material behavior gets the same treatment ("the liana stretches slightly under load and creaks like fibrous wood").[FIELD] — objects never move on their own;
every prop event needs a visible physical cause with event order:
"the cup tips only from visible sleeve contact" · "a button press is a full mechanical event — contact, 2–3 mm of travel, click, spring-back; the screen lights only AFTER the click."A lock is a short hard fixer placed next to what it protects —
"headlights stay glowing in every shot". The POSITIVE LOCKS block closes
the prompt: continuity (characters, props, environment identical across
cuts) plus a single positive restatement of critical info. This is where the
positive constraint statements from § Prompt-Craft Laws live in a block
prompt.
Three named "helpful-instinct" drift sources [FIELD — 13-project harvest] — the model's own instincts, each needing a standing lock:
"the set contains only what the reference shows — no added furniture, rooms, or geography beyond the reference", plus explicit absences where they
matter ("nothing on the floor, nothing on the bed")."she is 165 cm, he is 178 cm") so relative scale
never floats."the rider stays the calm human-sized anchor — never shrunk to a tiny distant dot." (Adapted: the harvested lock named the
anchor by an age word; rewritten age-blind per ENGINE-RULES.md rule 1.)Four precision levels — points on a scale, pick the one the shot needs:
"one continuous shot, the camera does not cut on its own."CUT 1 … CUT 2 … CUT 3, described in
order, when cuts matter but exact timing doesn't.1.0s HARD CUT), when beats must land on a clock.Whenever cuts are specified (timed or not), add: "cuts only at the specified points, the camera does not cut on its own." Cut vocabulary:
HARD CUT, SMASH CUT, MATCH CUT, INSERT CUT, REVERSE CUT,
WHIP CUT; fades/crossfades only if explicitly requested. This ladder is
the resolution of the pick-a-side anti-pattern in § Output Format
(per-second labels inside an intended oner read as cut instructions), and
timed beats must still sum to the declared duration (4–15s) per the runtime
arithmetic there.
@image1 @video1 @audio1 — consistent with § Reference Roles → Per-Image Role Convention.@TAG: reference line = role/build + current state + unique visible
features + action-critical details + voice (only if it has a line) +
"100% matches the reference". No age. The official skill's own template
opened this line with an age token; engine rule 1 (ENGINE-RULES.md) forbids
it in either language, and Higgsfield's feature-film brief gives the reason —
the content filter tightens sharply the moment it reads a minor
(HELL-GRIND.md § Wording rules). Carry the same information through build,
wear, and posture.../shared/house-rulings.md P1-1):
Higgsfield's feature-film pipeline pastes the full descriptor, word for
word, next to the same kind of reference (HELL-GRIND.md § The core
problem). Both are Higgsfield sources and nothing here measures which holds
identity better. Settled on both sides: on a start frame (I2V) — motion and
camera only; with no reference — the descriptor is the only identity
carrier and goes in verbatim every time; whatever identity text you write is
fixed wording that never contradicts the reference.@tag in a shot where that object is not present — the
model will force it into frame.Naming the tags themselves [FIELD — Higgsfield Studio, ONEIRIC breakdown, 2026-08-13]
The bullets above say what a tag line contains; on a project of any size the name needs
a convention too, and the rule behind it is one element, one name. Without it a project
grows duplicates — the same couch living under three names — and nobody can tell which
reference is the real one:
@loc_ON_dorm_commonroom_front_s2 type + project + name + [angle] + scene
@char_ON_Rudy_s2_v1 type + project + name + scene + version
@prop_ON_pizza type + project + name
../higgsfield-soul/SKILL.md § The Untouched Base; this bullet is only the naming half of
it. A location carries a version too once its plate is regenerated — the staging-side form
(@loc_…_v2 beside @staging_…_v2) bumps only the tag whose image changed.../../templates/seedance/staging-reference.md § Tag naming for the staging-side form.Every generation is a blank slate with no memory of previous shots. Never carry in scene numbers, script headings, prior-scene summaries, unused tags or characters, or "as above / continues" phrasing. This is why the Continuation Prompt Formula (below) demands a verbatim identity re-paste rather than a reference back to the earlier prompt.
"crowd PRESSES, not strikes" ·
"fracture originates from edge stress, not center impact" · "no impact point — pressure-based crack" · sequential timing edge-to-center, not
radial from a point.For these protocols applied on real footage — per-segment LENS LOCKs, timed
SMASH/MATCH cuts, screen composites — see PRODUCTION-PATTERNS.md in this
directory.
[FIELD — community harvest 2026-07-18: 13 shared Higgsfield projects, 9 creators, ~4,000 production prompts pulled via API with full params]. What
the corpus confirms and calibrates about the block scaffold:
../higgsfield-style/SKILL.md § Register Poles.../higgsfield-shotlist-director/SKILL.md § Per-scene prompt law.enhance_prompt was absent/off on
every harvested Seedance job but ON for 1,022 image jobs — let the enhancer
expand image prompts, never the video brief.multi_shot_mode: "custom" (the timed
multishot mode), genre: "auto", speedramp: "auto", mode: "std",
bitrate_mode: "high", generate_audio: true, 21:9 at 4K.../../production-benchmarks.md
§ Community-corpus anchors.Seedance 2.0 exposes five generation modes that each take the six-slot formula but apply it to a different starting point. Picking the right mode is upstream of prompt writing — the same sentence will produce different results in different modes, because each mode reads the prompt as a different kind of instruction.
The prompt builds a scene around a source image that carries the visual identity —
character, wardrobe, palette, sometimes composition. The prompt's job is NOT to
re-describe what the image already shows; it's to place the subject into a new
action, setting, or motion context. This is the workhorse mode for any sequence
that needs a consistent character across varied shots. (How much identity text may
still ride next to the image is contested — ../shared/house-rulings.md P1-1.)
[Source image role: "as the main character" / "as the starting frame"].
[Action the subject performs]. [Environment and atmosphere if not visible in source].
[Camera movement]. [Lighting cue if different from source].
The prompt extends a prior Seedance generation forward in time, picking up at the final frame of the previous clip. Identity, wardrobe, environment, and emotional state all carry over. The prompt should describe what happens NEXT — never what just happened. For the full five-rule construction pattern, see the Continuation Prompt Formula section directly below.
[Continuing from prior clip]. [New action that follows from the last frame].
[Camera direction for the continuation]. [Any state change — light shift, new beat].
The prompt grows the canvas or spatial extent of an existing frame — pulling the frame boundaries outward to reveal what's beyond the original edges. This is NOT a time extension (that's Continuation) and NOT a zoom-out camera move within the original generation. It rewrites the frame itself to include more scene. Useful for turning a tight composition into a wider establishing shot without regenerating from scratch.
[Source frame reference]. Extend the scene [direction: outward / upward / leftward].
[What appears in the newly revealed area]. [Preserve the original subject/composition].
The prompt modifies specific elements of an existing generation while everything else stays exactly as it was. Think of it as a targeted patch: change a jacket color, remove a background figure, swap a prop, adjust a facial expression. Identity, camera, composition, and lighting stay locked unless you explicitly name them in the change list. The Keep Rule matters here: always state what to preserve alongside what to change.
Change [specific element] to [new state]. Keep [everything else] unchanged.
[Preserve identity, composition, lighting, and camera behavior from the original.]
The prompt describes an explicit state change inside a single clip — the subject, object, or environment visibly becomes something else within the shot's duration. Distinct from Continuation (which extends time across two clips) and from Edit Shot (which modifies a generated clip after the fact). Transformation happens during the generation, in one continuous take.
Not to be confused with footage transformation (video-to-video). This Transformation prompt mode is an in-clip morph generated from scratch. When the user starts from a real clip they already shot and wants to preserve the subject + camera move while adding a VFX element, swapping the world, or dropping in a creature, that is the video-to-video workflow in
../higgsfield-seedance-vfx/SKILL.md(@sourcegrammar, lock-down clauses, lighting integration, std-4K). Use it when the shot's core idea is the change itself: a character morphing, an object decaying, a landscape shifting from one season to another. The skeleton below is written for character → character; the same pattern applies to object → object and environment → environment with the relevant noun substituted.
[Subject in starting state — full identity descriptors]. [Triggering moment or
cue]. [Subject mid-transformation — what visibly changes, in observable
physical terms]. [Subject in ending state — new identity descriptors].
[Camera behavior across the change]. [Lighting / palette shift if any].
The transformation must be one continuous arc, not a cut. Describe the intermediate state explicitly — the model needs a midpoint anchor or it will either snap from start to end (looks like a cut) or render an ambiguous blur. Keep the duration short (5–8 seconds is the sweet spot for a single transformation); longer clips drift.
Reference-Based for new action with an existing character. Continuation for the next beat in time. Expand Shot to widen the frame spatially. Edit Shot to patch specific details. Transformation prompt mode when the shot's core idea is a state change inside a single clip — the change is the content. If you find yourself writing across multiple modes in one prompt — stop, pick one, generate, then use the output as input to the next mode.
When writing a Continuation mode prompt, apply these five rules. Skipping any of them is the most common cause of continuation failures: identity drift across the boundary, re-played actions, environment shifts, and broken emotional through-lines.
Last-frame anchor. Open the prompt with a short description of what the camera sees in the final frame of the prior clip — the pose, the position in frame, where the character is looking. This tells the model where to start rendering from. One sentence is enough.
Identity anchor. Paste the character's identity block (the same paragraph you used in the original prompt) verbatim into the continuation prompt. Do not paraphrase it. Do not shorten it. Continuation boundaries are where identity drifts — a verbatim re-paste gives the model no room to reinterpret.
Prior clip as secondary memory. Name what just happened in one line — "following the door opening," "after the punch lands," "continuing from her turn toward the window." Do not re-describe the action in detail. One referential phrase, then move on.
Immediate continuation. Start the new action on the frame that follows the prior clip's final frame. No time skip, no fade, no implied cut — unless the user has explicitly asked for one. If they want a skip, describe it as a new shot instead.
No action repeat. The new prompt must extend, not loop. If the prior clip ended on her drawing her weapon, the continuation does NOT describe her drawing her weapon — it describes what she does with it next. Repeating a described action is what causes the "previous beat replays" symptom.
Across the continuation boundary, preserve: character identity (face, build, distinguishing marks), wardrobe (every garment and accessory), environment (architecture, light quality, color treatment, ambient particulates), and emotional carryover (the state the character was in at the last frame — tense, exhausted, alert — should still read on their body in the opening of the continuation).
For the eight named substrate channels that "emotional carryover" decomposes into, see
../../vocab.md§ Emotion as Visible Behavior — Channels.
Prior clip ended on a detective standing in a doorway, rain behind her, glancing over her shoulder. The continuation prompt:
Continuing from the prior clip — the detective framed in the doorway, head
turned, rain behind her. [Identity block verbatim: weathered woman, lean build,
short dark hair, charcoal trench coat, leather gloves, tired but alert.]
Following her glance back, she steps fully into the corridor, lets the door
swing shut behind her, and begins walking toward camera. Slow dolly-back
matching her pace. Same cool blue-grey palette, same overhead practical light.
Tense, controlled energy carrying over from the prior clip.
All five rules present: last-frame anchor (framed in the doorway, head turned, rain behind her), identity anchor (bracketed block, verbatim), prior clip as secondary memory ("following her glance back"), immediate continuation (steps fully into the corridor — the next frame action), no action repeat (the glance is referenced, not re-performed).
[EMPIRICAL — cross-surface, verified on Dreamina] — no Seedance surface
exposes a dedicated "extend" button. The working extension path: attach the
existing clip as a video reference (the video_references media role)
and open the prompt with "The scene continues." The model picks up from
the clip's end and carries motion, characters, environment, even voices. The
five rules above still apply — the attached clip simply replaces the prose
last-frame anchor with the real thing.
mode=std). A 720p extension of a 1080p
source shows a visible quality jump at the join. Same family as the
duration-match rule for screen composites
(PRODUCTION-PATTERNS.md § Video-Reference 1:1 Lock + SCREEN REALISM).[FIELD — 13-project harvest]:
production practice feeds the final 3–4 seconds of the finished take
back as the @video reference rather than a last-frame still — the clip
carries motion into the join, so the next shot picks up the exact pose,
framing, light, and movement where the previous one left off instead of
restarting from a frozen pose."The woman's identity is @Image1."[EMPIRICAL — community seedance-2.0 repo v6.6.0, imported 2026-07-05]:
expect visible drift by the 4th–5th chained generation; cap seamless
chains at ~2 (hard ceiling 3), then re-anchor from the ORIGINAL canonical
references — a scene boundary is an intentional cut re-opened from
canonical refs, not extension #4. A sequence that must run longer: break
the chain with a B-roll cutaway between extensions, or upscale before
re-feeding."the scene from the character's perspective") so
the next join reads as intentional coverage rather than a seam.[FIELD] addendum under
§ Reference Roles → Load-Bearing Rule before writing the opening line.../higgsfield-audio/SKILL.md before writing the next line — reliable
lip-sync word counts differ sharply by language.The Seedance 2.0 Prompt Modes section above names five things the platform exposes: Reference-Based / Continuation / Expand Shot / Edit Shot / Transformation. These are platform mechanisms — different pathways through which Seedance accepts a prompt. The Reference Roles and Working Modes sections below name two adjacent concepts that the platform vocabulary does not surface:
../higgsfield-cinema/SKILL.md § @ Reference
Patterns for Cinema Studio 3.0 (which lists @Image1 / @Video1 /
@Audio1 patterns by scenario, not by semantic role).These three taxonomies are peers, not hierarchical. A single Seedance shot pulls from all three: a working-mode intent picks a prompt mode; references inside the prompt play specific roles.
"Continuation" names something in both taxonomies:
A user in Continuation working mode almost always uses Continuation prompt mode — the intent and the mechanism line up. But Bridging working mode can also reach for Continuation prompt mode (when the bridge anchors on the last frame of the upstream shot), and Repair working mode can reach for Continuation prompt mode (when the repair is a re-shoot starting from the same last frame as the failed clip). The names overlap; the meanings don't.
In this skill, section context disambiguates: if the surrounding content is in the Working Modes section, "Continuation" means the intent; if in the Seedance 2.0 Prompt Modes section or the Continuation Prompt Formula section, "Continuation" means the mechanism. If still ambiguous, the longer forms — "Continuation working mode" and "Continuation prompt mode" — are always available.
| Working mode | Typical prompt mode(s) | Reference roles in play |
|---|---|---|
| Exploration | Reference-Based, or pure T2V | Character (optional) |
| Continuation | Continuation | Character + Last-Frame |
| Bridging | Reference-Based or Continuation | Character + Last-Frame + Environment |
| Repair | Edit Shot, or fresh Reference-Based | Character + (failed-shot reference) |
Not a strict mapping. One working mode routes through one or more prompt modes depending on what the shot needs; the table anchors the typical case without claiming a 1:1 bijection.
Seedance prompts use references — @Image, @Video, and @Audio — to
lock specific properties across shots. Each reference plays one of four
roles depending on what it locks. This is a semantic-role taxonomy: what
the reference IS FOR in the prompt. It sits alongside (not on top of)
the input-modality use-case patterns in ../higgsfield-cinema/SKILL.md
§ @ Reference Patterns for Cinema Studio 3.0, which catalogs concrete
prompt patterns by file type.
If a property has to read consistently across multiple shots, assign it to a reference role. If it only matters for one shot, write it inline.
Three in-prompt role phrases demonstrated in Higgsfield's Seedance-4K
tutorial — "100% matches the reference" (identity lock), "STYLE REFERENCE ONLY" (environment that the model may extend), and "VARIETY reference" (crowd lineup sheet, the clone-army fix) — are catalogued in
PRODUCTION-PATTERNS.md § Reference-Role Vocabulary.
Locks main-character identity across shots — face, build, distinguishing
marks. Almost always an image reference; for highest consistency, use
the Soul ID character sheet documented in
../higgsfield-soul/SKILL.md § Character Sheet Creation.
Pattern in a Seedance prompt:
@Image1 as the main character. [Identity block verbatim.] [Action the
subject performs.] ...
The identity block is the character's fixed descriptor — the same words in every prompt.
How long it should be while the image is attached is the open question in
../shared/house-rulings.md P1-1 (minimal per § Tag naming; full per HELL-GRIND.md).
Anchors the start of a new clip to a specific frame from the previous one. The role tells the model where to begin rendering from. Used in Continuation prompt mode and inside Bridging working mode. For the full five-rule construction pattern, see the Continuation Prompt Formula section above.
Pattern in a Seedance prompt:
Continuing from the prior clip — [short description of what the camera
sees in the final frame of the prior clip]. [New action that follows.]
Locks the world and setting across shots — architecture, light quality,
ambient particulates, weather state. The role tells the model the
specific space the action takes place in, separate from any character
in that space. Pairs with ../higgsfield-cinema/SKILL.md § Location
Reference Sheets when the same environment recurs across enough shots
to earn a sheet.
Pattern in a Seedance prompt:
@Image1 as the environment. [Subject + action.] [Lighting / atmospheric
cues consistent with the environment reference.]
Locks specific recurring objects — a hero costume piece, a signature weapon, a branded product, a vehicle that appears across multiple shots. The role tells the model that this specific object — not a generic instance of its category — must read identically across cuts.
Pattern in a Seedance prompt:
@Image1 as the prop. [Subject interacts with the prop.] [Camera
behavior.] [How the prop appears in the new shot — same geometry and
material as the reference.]
[FIELD — Higgsfield Studio, ADILIADA breakdown, 2026-08-14] A greyscale image where
light areas are near and dark areas are far. The model reads it as the scene's depth
skeleton — an explicit three-dimensional read that fixes composition, volume and
proportion. The failure it prevents is a space that rearranges itself between shots:
without a depth anchor, geometry drifts and a location subtly re-plans itself every few
seconds.
Use it where the space itself must hold — a fight in a specific room, a chase through architecture that has to stay the same architecture. It is a geometry input and carries no style: pair it with the environment reference that owns surfaces and light.
[FIELD — Higgsfield Studio, ONEIRIC breakdown, 2026-08-13] The general move, and one of
the most useful in this file: when a property drifts no matter how well you write it,
stop writing it and move it one step earlier — generate it into the asset. The reference
image then carries the property, the model reads it off the plate, and it stops being
something the text has to win every shot.
The worked case is anamorphic optics. Asked for in a video prompt, the lens character
drifts shot to shot; asked for at the image stage, it holds — because the plate itself
becomes the lens. (One studio's production report, [FIELD] — not measured here.) There is no "anamorphic" switch in an image model either, so the effect
is assembled from the geometry of the lens, written out, at the end of the location image
prompt:
STRONG anamorphic lens character: horizontal squeeze and compression,
oval elliptical bokeh, horizontally stretched highlights, curved barrel
edge distortion, chromatic aberration toward the edges.
NO lens flares, NO light streaks, NO floating bokeh circles. 2.39:1.
Dose with subtle / gentle / moderate / strong / maximum. Ban the garbage that tags along (flares, streaks, floating bokeh orbs) at the image stage only.
Then never say those words again — this studio's practice. In the video prompt the optics vocabulary does not appear at all — not even as a ban — because naming a thing under a negation summons it (
../shared/negative-constraints.md). The video prompt describes only clean glass and contained glows; the anamorphic character arrives with the asset. (Hell Grind takes the other line — the look lives in the locations and the video prompts. OPEN, see Scope below.)
This generalises past optics: a grain structure, a lens character, a colour cast, a crowd that costs a paragraph to specify — anything the text keeps losing is a candidate for baking into the plate. Note the cost: a baked property is no longer directable per shot, so bake only what should be constant across the sequence.
Scope (../shared/house-rulings.md P2-6). The rule presupposes a sequence in which
the baked plate is attached to every shot that needs the property. A standalone shot, a
t2v shot with no plate, or a genre recipe on another model has nothing to bake into — there
the lens words in the Look line are the only route (../higgsfield-recipes/SKILL.md,
§ Name the thing above). Where the plates do carry the look, whether the video prompt
still names it is OPEN, no default: this studio drops the words; the Hell Grind brief
(HELL-GRIND.md § The character sheet [OFFICIAL]) keeps "the cinema look … in the
locations and the video prompts", with its Style Prefix — which is part of the video prompt,
pasted verbatim into every scene prompt (../../templates/seedance/global-style-prefix.md) —
naming it. Nothing here measures which holds better.
Reference handles (@Image1, @Image2, @Video1, @Audio1) are
assigned by upload order — the first image attached becomes
@Image1, the second becomes @Image2, and so on. Production
practice locks a stable role assignment per slot, kept identical
across every prompt in a shot list, so the team and the model both
know which reference carries which property without re-reading the
prompt body.
| Slot | Role |
|---|---|
@Image1 | Character identity |
@Image2 | Costume |
@Image3 | Environment + lighting |
@Image4 | Composition |
@Video1 | Motion only |
@Video2 | Camera movement only |
@Audio1 | Rhythm + atmosphere |
@Audio1 is load-bearing on timing, not just atmosphere: an uploaded
audio file is a conditioning input that drives cut timing, camera
acceleration, and action pace (beat sync), and a [AUDIO: Xs] script block
in the prompt body generates dialogue + SFX + lip-sync. Both, plus the
first-15s extraction trap, are documented in
../higgsfield-audio/SKILL.md § Audio as a Conditioning Input. The
temporal-compatibility constraint below (a @Video1 camera style must not
fight the @Audio1 rhythm) is the audio case of the Load-Bearing Rule.
The slot order is not model-enforced — it is team-side discipline.
The payoff is reference-stability across long shot lists: once
@Image1 = character for the project, that holds for every prompt,
and nobody has to re-check which face the model expects at shot 47.
When a reference conflicts with the prompt text — costume reference
shows red, text says blue — resolve it explicitly in the prompt
body: @Image2 as costume reference, but recoloured to blue for this shot. Don't let an unresolved conflict reach the model.
References support memory, but text defines action. The references in a Seedance prompt carry the persistent properties that read consistently across shots; the prompt text directs what happens in this specific generation. References cannot drive new action; text cannot replace what the references carry. Both layers stay in their lanes.
Sibling formulation of the v3.7.1 camera-side rule ("Prompt wins on
action, reference wins on texture and world feel" — see
../higgsfield-camera/SKILL.md § Video Reference — What It Reads, and
What It Can't, § Load-Bearing Rule). Same underlying principle from
different surfaces. The camera-side rule names the WIN order in case of
conflict; the Seedance-side rule names the LANES each side covers.
[EMPIRICAL — community seedance-2.0 repo v6.6.0, imported 2026-07-05]Source carries state. When an accepted clip or final frame is attached as a reference, the source carries the state — the prompt text carries only the delta. Delete opening-state prose that repeats what the attached source already shows; when a reference and the text conflict, references outrank text. One class of state stays in prose regardless: a still frame cannot carry open motion vectors, camera-movement phase, or audio phase — in-flight motion and timing must be restated in words even when the frame is attached. Applied to extensions in § Continuation Prompt Formula → Extension Prompting.
The same distinction applies one level up — at the prompt-construction workflow, not just inside the prompt. When a Seedance clip lands and you want the next prompt to match its look, screenshot the working frame and upload it to Claude, not to Seedance. Claude needs the visual to write a prompt that matches the look; Seedance receives the resulting text prompt and renders the next clip without the screenshot attached. The screenshot is reference (for the prompt-building model); the text prompt is action (for the generation model).
Frame Coordinate System locks where subjects, props, and compositional elements sit inside the frame.
Standard film-language position language, machine-readable because it is widely-attested in the training data:
left third, center, right thirdupper third, lower third (centered vertically is
the default and rarely needs naming)foreground, midground, backgroundNumeric coordinates for cases where the qualitative anchors are not specific enough:
0% (far left frame edge) to 100% (far right
frame edge)0% (top of frame) to 100% (bottom of frame)60-80% occupancy; a wide establishing has the subject below
15%)Use percentages when qualitative anchors are under-specified — e.g., two characters in the same half of frame.
Ship the qualitative anchor and the percentage notation together in the same prompt, not as alternatives. The qualitative term gives the model the film-language hook; the percentage gives it the precision target. Example:
Character A stands in the right third, x-position 70%, y-position
50%, frame occupancy 25%. Character B stands in the left third,
x-position 25%, y-position 55%, frame occupancy 22%.
Frame coordinates are a strong compositional anchor, not a
geometric guarantee. The model treats them as directorial
intent — the same way a DP reads "right third" on a storyboard —
not as pixel-exact targets. Use them alongside the rest of the
standard composition vocabulary (over-the-shoulder, eye line,
ground contact, headroom, nose room, crossing rule — the last
formalized at vocab.md § Composition Vocabulary →
Crossing rule) rather than as a substitute for it.
When a coordinate drifts in the output, that is the expected behavior
class — the coordinate set the intent; the model rendered to its
best-fit interpretation. Adjust the prompt by tightening the
qualitative anchor or by adding a contact-point clause (feet on the marked floor mark, right hand resting on the table edge)
that physically grounds the position rather than re-specifying the
percentage harder.
A Spatial Layout Block is a named structural unit inside a Seedance prompt that consolidates the spatial-vocabulary fields from § Frame Coordinate System into a single block the model can read as one coherent spatial brief. Where Frame Coordinate System provides the vocabulary, the Spatial Layout Block provides the structure for using it.
Scattered spatial directives force the model to reassemble scene geometry from fragments — and it often picks the wrong reassembly.
A complete Spatial Layout Block names, per subject in frame:
feet on wet asphalt, back pressed against the wall)Multi-character blocks add the cross-subject relationships: relative distance, eyeline direction between subjects, screen-left vs screen-right consistency, whether subjects cross the central vertical axis, what occludes what.
Three triggers:
Shots with a single subject in a clear position rarely need a full block; a single qualitative-plus-percentage anchor inside the Dynamic Description suffices.
The Spatial Layout Block sits before the Dynamic Description in the output format (see § Output Format for Seedance Prompts below). It primes the model with full geometry; the Dynamic Description then describes the action that happens inside that geometry.
The block does not replace the six-slot formula — camera, lens, lighting, and shot timing stay in their respective slots.
Two companion templates. To reason about the space before writing
the block: ../../templates/seedance/top-down-map.md — a floor plan for you,
never attached. To show positions to the model:
../../templates/seedance/staging-reference.md — a front-on outline drawing
attached last, as a position reference only, never as the first frame.
One house run, record incomplete — a direction, not a rate — found it safe
(no bleed, 0/18) and not reliable at moving blocking (6/12, chance), so
the block you write here stays the load-bearing instruction.
Working modes is a user-intent layer above the platform mechanism. It names what you are trying to DO when you sit down to write a Seedance prompt — independent of which prompt mode you eventually route through. See the disambiguation section above for the relationship between working modes (intent) and prompt modes (mechanism). The mapping table there shows the typical routes.
Open-ended discovery. No prior shot to anchor on; no constraint to match. You're generating to find out what the shot wants to be. Short prompts work here — the model has space to bring its own interpretation. Typically routes through Reference-Based prompt mode (with a single character anchor) or pure text-to-video (no references at all).
Picking up where a previous shot left off. The prior clip is the anchor; the new clip continues from its final frame. Working mode and prompt mode line up: Continuation working mode almost always routes through Continuation prompt mode. See the Continuation Prompt Formula section above for the five-rule construction.
Connecting two existing shots that don't currently flow. The shots themselves work; the cut between them feels wrong — spatial geography is unclear, or the emotional energy mismatches, or the camera character jumps. Bridging uses references from both ends — the last frame of the upstream shot and the first frame of the downstream shot — to navigate the middle. Typically routes through Continuation prompt mode (when the upstream last-frame is the dominant anchor) or Reference-Based (when both ends carry equal weight). Common reference role configuration: Character + Last-Frame + Environment.
Fixing a failed shot. Distinct from regenerating with a tweaked prompt —
Repair acknowledges that the failed clip is data: it shows you what the
model interpreted wrong, and that interpretation needs to be addressed
directly. Typically routes through Edit Shot prompt mode (when the
failure is local — a wrong jacket color, a missing prop) or a fresh
Reference-Based generation with corrective prompt text (when the failure
is structural — wrong action beat, drifted identity). Pair with the
Iteration Rule in ../higgsfield-prompt/SKILL.md § The Iteration Rule
when iterating on the corrective prompt.
The mode you reach for is downstream of what you're noticing in your work. Diagnose by symptom, then pick the mode that fits:
| What you're seeing | Working mode | Why |
|---|---|---|
| Blank page, no anchors yet | Exploration | No prior shot to continue or bridge from; freeform discovery first. |
| Strong shot that needs a follow | Continuation | The shot earned a sequel; pick up where it left off. |
| Two strong shots that don't connect | Bridging | The shots work; the seam between them doesn't. |
| Strong shot but the feeling is weak | Continuation (with role swap) | Re-shoot the same beat with a different reference role carrying the weight — e.g. close-up where the original was wide. |
| Spatial logic feels off mid-sequence | Bridging (with geography clarification) | The sequence needs a beat that re-establishes who is where. |
| Failed shot you keep generating around | Repair | Stop iterating on the prompt. Target the failure directly. |
The decision tree is symptom-first, not mode-first. The mode is the treatment; the symptom in your work is the diagnostic. If you find yourself reaching for a mode without naming what symptom drove the choice, that's a signal to step back.
A skeleton prompt is not meant to be copied blindly into Seedance and expected to work on its own. A skeleton is a structure — the logic of the prompt, not the finished prompt. That matters most for the Bridging, Continuation, and Repair working modes (see § Working Modes above), because those three tasks depend heavily on context: what happened before, what must follow, and what exactly the shot is supposed to solve.
Each practical skeleton in this workflow has two layers, each with a different audience and a different job.
Layer 1 — task definition / briefing block. Written for yourself or pasted into a ChatGPT-style assistant before the production prompt is drafted. Explains the actual problem in plain prose: what scene already exists, what the next scene is, what is missing between them, what must remain the same, and what the bridge or repair must achieve. Layer 1 is the planning step — it forces the prompt author to define the problem cleanly before writing the model-facing prompt.
Layer 2 — production prompt for Seedance. Shorter, cleaner, more execution-oriented. Translates the Layer 1 decision into a model-friendly structure: reference roles declared up front, preservation clauses, the one action, anti-repeat language, camera cue, audio cue. Layer 2 is what gets pasted into the generation field.
The distinction makes the workflow practical. Without Layer 1, bridges fail because the prompt author hasn't decided what the bridge is supposed to solve; continuations restage instead of continuing because the prompt author hasn't named what to preserve; repairs over-shoot because the prompt author hasn't isolated what to change. The two layers exist to prevent those three failure modes by separating the planning step from the execution step.
The Bridging working mode (see § Working Modes / Bridging above) is the problem-solving mode — the bridge is not generic cinematic filler. Use this skeleton when two scene blocks both work but the connection between them does not.
Layer 1 — bridge briefing block. Named fields:
Scene A ends with:
[final visible state of upstream scene]
Scene B begins with:
[opening visible state of downstream scene]
The missing thing between them is:
[reaction / movement into a new space / prop action /
emotional beat / spatial clarification]
The bridge must preserve:
[same character, same outfit, same location logic,
same emotional residue, same prop continuity]
The bridge must not do:
[no new subplot, no repeat of previous action,
no extra threat, no random spectacle]
The purpose of the bridge is:
[explain the transition / make the cut readable /
carry emotion / reposition the viewer in space]
Layer 2 — bridge production prompt skeleton. Reference roles declared up front, then the bridging clauses:
[Reference roles]
@Image1 = character identity reference
@Image2 = continuity start or location anchor (omit if neither is needed)
This is a bridging shot between the previous beat and the next scene.
Its purpose is continuity, not spectacle.
Keep the same character, same outfit, same space logic, same emotional
carryover, and same prop continuity.
Show one readable action that explains the transition.
Do not repeat the previous action beat.
Do not introduce a new threat or subplot.
Scene: [where the character is in this transition moment]
Bridge action: [one small but meaningful movement or reaction]
Camera: [restrained and readable]
Audio: [live sound only if needed]
A good bridge often looks "small" compared to an action scene but does major structural work. If the Layer 2 prompt produces something that feels too eventful, the Layer 1 briefing's "must not do" clause was probably too thin — revise the briefing, then re-derive the production prompt.
The Continuation working mode (see § Working Modes / Continuation above) solves a temporal problem, not a connection problem: the next clip must begin directly after the previous clip, not as a new restaging. This skeleton operationalizes the five rules in the Continuation Prompt Formula section above — specifically rule #5, "No action repeat."
Layer 1 — continuation briefing block. Named fields:
The previous clip ends on:
[end pose / camera direction / emotional state /
visible props]
The next clip must begin immediately after that.
Keep:
[identity / body direction / location / emotional
carryover / props]
Change:
[the new beat that begins now]
Do not repeat:
[the previous action phase]
Layer 2 — continuation production prompt skeleton. Three reference roles is the typical configuration:
[Reference roles]
@Image1 = exact last-frame continuity anchor
@Image2 = character identity reference
@Image3 = optional environment or prop continuity reference
Use @Image1 as the exact continuity start anchor.
Keep the same character, same lighting logic, same spatial continuity,
same emotional carryover.
Start immediately after the final frame.
Do not repeat the previous beat.
Scene: [what remains unchanged]
New action: [what starts now]
Camera: [how the viewer reads the continuation]
Audio: [live sound only if needed]
If the result keeps replaying the previous beat, the correction is not "make the prompt longer." The correction is to strengthen the temporal and anti-repeat language. Useful phrase variants:
These are interchangeable — pick the variant whose verbs match the prior clip's content. A continuation following a fight scene wants "do not repeat the previous fight"; a continuation following a quiet moment wants "do not restage the earlier beat."
The Repair working mode (see § Working Modes / Repair above) does not behave like "generate the scene again, but better." That breaks continuity and changes too much. The real question is always: what exactly am I trying to preserve, and what exactly am I trying to change? A usable repair prompt has two parts that map directly onto that question — a preservation block and a modification block.
Layer 1 — repair briefing block. Named fields:
Current clip / image state:
[what already works and must remain stable]
The exact problem:
[what is wrong]
Preserve:
[identity / framing / pacing / space / continuity /
lighting / emotion / prop logic]
Change only:
[one or two specific elements]
Do not damage:
[what tends to drift if the edit is too broad]
Layer 2 — repair production prompt skeleton. Tight, surgical, no descriptive ornament:
Keep the original framing, pacing, environment, and character
identity.
Preserve the same outfit, same lighting logic, same scene layout,
same emotional state.
Change only [the exact element that needs fixing].
Do not alter the rest of the shot.
The "do not damage" field in Layer 1 is the field most often skipped and most often the source of repair failures. Name the properties that typically drift when an edit goes too broad — those are the properties the model needs explicit protection on, even if they aren't the properties the edit is targeting.
The most useful official direction on fine-grained Seedance editing comes from BytePlus VideoPilot — Seedance's official editing-style interface from ByteDance / BytePlus. VideoPilot frames fine-grained video editing not as one vague "fix this clip" prompt but as a reference + keyframe + local modification workflow. Three named ingredients, each with its own job.
This section names what VideoPilot's interface exposes (Capability Surface), how to translate those primitives into prompt-only Seedance work when the dedicated UI isn't in play (Translating to Seedance Prompts), and the underlying mindset that makes the whole approach work (The Editor-not-Regenerator Mindset).
Sourcing: The keyframe-editing capability surface below is from the BytePlus VideoPilot fine-tuning documentation (
docs.byteplus.com) and ByteDance's official Seedance launch materials (seed.bytedance.com). Same official source set as the Rule of 12 citation at../higgsfield-models/MODELS-DEEP-REFERENCE.md:274.
VideoPilot exposes five named editing primitives. These are what the official UI lets you do; the prompt-side translation in the next section is the closest equivalent when working through prompts alone.
Continuous keyframe segmentation. VideoPilot parses a reference video into continuous keyframe segments. The segmentation is done by the system, not assembled by hand. The unit of edit is the keyframe, not the whole clip.
Fine-grained keyframe edits. Edits target a single keyframe at a time. Surgical at the temporal axis — change one frame's content without rewriting any other frame's instruction.
Custom keyframes. The editor can add keyframes the system didn't auto-detect. Useful when an important beat falls between the auto-segmented keyframes.
Partial redraw of selected regions. Spatial-local edits within a keyframe — mask the region, redraw only what is inside the mask. Surgical at the spatial axis (vs. the temporal-axis surgery of fine-grained keyframe edits).
Keyframe description rewrite. Rewriting the description of one keyframe causes the system to regenerate that frame AND its transition logic to neighboring keyframes accordingly. This is the closest official primitive to Seedance's Edit Shot prompt mode (see § Seedance 2.0 Prompt Modes / Edit Shot above).
When working through prompts and references rather than the dedicated VideoPilot keyframe UI, the closest practical equivalent is six operational rules. None of them guarantee perfect surgical editing in every interface — they translate the official editing workflow into prompt-based use.
These map onto existing repo surfaces: rules 3, 4, and 6 onto the Repair Skeleton's preserve / change blocks (see § Two-Layer Prompt Authoring / Repair Skeleton above); rules 1 and 2 onto the Reference Roles taxonomy (see § Reference Roles / Last-Frame and § Reference Roles / Character above); rule 5 onto the Continuation Skeleton's anti-repeat phrase library (see § Two-Layer Prompt Authoring / Continuation Skeleton above).
The conceptual root of the whole keyframe workflow surface: if the goal is surgical edits, think like an editor, not a full regenerator. Freeze the parts that must remain stable. Isolate the parts that must change. Then make the instruction local and explicit.
This is also the conceptual root of the Repair Skeleton: the preserve / change split is the prompt-side enactment of the editor-not-regenerator stance, the same discipline VideoPilot's UI primitives express at the interface level.
Before the user generates, run the prompt through the full preflight:
python3 scripts/seedance_lint.py --preflight --model seedance_2_0 "<prompt text>"
The linter is in the repo's scripts/ directory (../../scripts/seedance_lint.py). --preflight chains
three passes into one PASS/WARN/FAIL report:
1. Filter lint (always on):
2. Structural lint (with --model <id>; driven by ../../specs/model-specs.json,
never guessed) — the expensive failure class:
【镜头N】/[Shot N] block count[0-4s]) summing past the declared duration / model max@handle used before its declaration linefast+1080p (fast cannot output 1080p) and Kling 3.0
Settings are read from the prompt's own header lines (**Aspect ratio**: …,
Resolution: …, mode: …, Duration: Ns); override per-field with
--ar / --resolution / --mode / --duration.
3. Memory recall: the most relevant past failures from
../../db/filter-memory.json / ../../db/quality-memory.json surface as INFO notes.
Output is PASS, WARN, or FAIL with the specific fix for each rule hit.
Treat FAIL as "do not hit generate." Treat WARN as "likely to pass, but
here is what to harden." Exit codes: 0 pass/warn, 1 fail, 2 usage — safe to
script.
The 480p tier is for prompt iteration, not take approval. Seedance 2.0
exposes no seed parameter (verified — ../../specs/model-specs.yaml
lists resolution, mode, genre and nothing else), so re-running an
approved 480p draft at 1080p is a fresh roll: a new performance, a new
camera micro-trajectory, new timing. "Approve cheap, re-render at quality"
is not a workflow Seedance supports.
| Persists across rolls (prompt-driven — a draft CAN validate it) | Re-rolled fresh every generation (a draft CANNOT validate it) |
|---|---|
| Shot count and structure obedience | Performance — expression, gesture nuance, micro-timing |
| Blocking obedience (positions, directions, entrances/exits) | Camera micro-trajectory within the named move |
| @handle / identity contamination | Beat timing inside the clip |
| Dialogue placement | Fine detail (smoke threads, inscription legibility, reflections) |
| Content-filter pass/fail |
To carry a look you approved into the final render, use the documented
transfer mechanism: the Hero Frame (../higgsfield-assist/SKILL.md)
plus start/end-frame pinning (start_image / end_image reference roles —
see § Reference Roles above). Pin the frame, not the roll. Fine-detail
judgments must be re-checked at final resolution — 480p hides exactly
the detail they're about.
When the linter fires, apply the substitutions below. These are drawn from
../../db/filter-memory.json — every pattern here has been confirmed
to work on past flagged prompts.
❌ "Keanu Reeves walking into a boardroom" ✅ "A lean man, grey threading his dark shoulder-length hair, stubble, intense calm expression, in a dark suit, walking into a modern glass boardroom"
The memory record behind this row (../../db/filter-memory.json, F-001) says
"age range" and its confirmed example names an age ("in his late 50s"). On
Seedance, ENGINE-RULES.md rule 1 wins: describe by build and visible markers,
never an age. The age-free form above is adapted, so only the record's own
wording carries its "confirmed to pass".
❌ "Spider-Man swinging through New York" ✅ "A figure in a red and blue form-fitting suit, masked, swinging between skyscrapers on a tensile white line"
❌ "Nike shoes on a running track" ✅ "White athletic shoes with a dark swoosh-free silhouette on a red rubber running track"
❌ "Two people fighting in an alley" ✅ "Two figures locked in a tense physical confrontation, rain-slick alley, dramatic low-key lighting, camera shuddering on each impact"
❌ "An explosion destroys the car" ✅ "A burst of orange light and smoke billowing out from the car, metal buckling outward, glass fragments catching the light"
❌ "Blood drips from his hands" ✅ "His hands tremble at his sides, something dark staining his cuffs"
❌ "A man holds a gun to another man's head" ✅ "A standoff in a concrete stairwell — one figure's arm extended, the other perfectly still, both silhouettes hard-edged against a single overhead fluorescent"
❌ "A monster tears a victim apart" ✅ "The aftermath of something wrong — an empty room, overturned furniture, a single smear trailing toward the door, ambient dread, flickering practical lamp"
[OFFICIAL — Higgsfield cinematic-prompt-builder skill, 2026-07] — don't
describe something risky and hope it passes; build the scene safe from the
start. The substitutions usually read as more cinematic, not less: a
standoff is tenser than a massacre, an evacuated city eerier than a crowd in
panic, a roar more powerful than a kill.
| Avoid | Build instead |
|---|---|
| Civilians in panic, crowds fleeing under debris | An evacuated / empty city; abandoned streets; one lone figure for scale |
| Weapons firing into buildings / at people | Energy-discharge standoffs, sweeping searchlights, charged auras, shockwaves with no muzzle fire |
| Creatures tearing into each other / gore | A grapple / standoff / near-miss / circling / energy clash — combat contained |
| Destruction with people in harm's way | Destruction in uninhabited terrain — glaciers, deserts, ruins, open sea, evacuated zones; figures reacting to collapsing terrain, never victims |
Containment doubles as physics. Give every creature fight a containment
rule — "the fight stays at the sea surface — breach, dive, grapple, submerge, never airborne" · "boss scale locked at ~2.5 human-heights, not kaiju-giant". The same clause that keeps the scene safe also grounds the
physics and stops scale escalation.
The safe benchmark scene — when a scene drifts risky, pull it back toward this confirmed-passing shape: one original creature (no franchise), in a generalized monument/amphitheatre location, in daylight, no weapons present, performing expressive action (rising, roaring, spreading wings) — expressive rather than violent.
Even with every risk token removed, prompts still get flagged if the voice is wrong. Do this pass on every Seedance prompt:
../higgsfield-facs/SKILL.md.For the eight named substrate channels that "describe physics, not emotion" decomposes into, see
../../vocab.md§ Emotion as Visible Behavior — Channels.
When generating a Seedance prompt for the user, use this structure. It mirrors what Seedance's filter reads most cleanly:
**Model:** Seedance 2.0
**Aspect ratio:** 16:9 **Duration:** 10s
**Style & Mood:** [palette, lens, lighting, atmosphere — 1 sentence]
**Dynamic Description:** [camera move + subject + action, present tense,
shot-by-shot if multi-cut. This is the main block.]
**Static Description:** [location, props, ambient details — 1-2 sentences]
**Camera:** [exact movement name]
For the full bilingual EN+ZH director output format (used in Seedance's
web UI), see the extended reference at ../../docs/Seedance 2 Skill.md.
Runtime appears in three places in a delivered Seedance prompt —
the title line, the meta header (**Duration:** Xs), and any
per-shot timing labels in the Dynamic Description. All three must
agree.
For multi-shot prompts, label each shot inline with its time range
(e.g. Shot 1 (0-3s): ... hard cut to Shot 2 (3-8s): ... hard cut to Shot 3 (8-15s): ...). The per-shot labels must sum to the
total duration stated in the title and meta header; a drift between
the two surfaces is the most common source of "my multi-shot prompt
rendered as a single shot" failures.
Always ask the user for runtime — never default. A 5s, 10s, or 15s assumption silently degrades adherence on prompts that needed a different cap.
When grouping multiple shot rows into a single Seedance prompt (rather than splitting into separate prompts), use this starting heuristic: roughly one prompt per 4-5 shot rows. The heuristic is project-derived empirical observation, not platform-enforced, and varies wildly by scene type.
Group shot rows into one prompt when ALL of these hold:
Split into separate prompts when any of these fire: hard cut
between locations (e.g. apartment → flashback), major character
entrance or exit changes the handle list, or the combined runtime
exceeds 15s. The fuller production heuristic — five group criteria,
five split triggers, the complexity budget, and the "don't fragment
grief" rule — lives in ../higgsfield-shotlist-director/SKILL.md
§ Prompt density.
The heuristic is a starting state, not a target. Adjust per project as you learn how Seedance handles your particular scene-type density — dense action sequences may want 1 prompt per 2-3 shot rows; quiet emotional scenes may collapse to 1 prompt per 8+ rows.
Default is single-shot. Reach for multi-shot when the content is action, dynamic dialogue, or anywhere a cut is itself doing work a single shot cannot deliver. Everything else holds tighter as a single continuous shot.
For single-shot continuous motion, per-second beats give fine-grained
control without provoking cuts — [0-3s] subject enters frame, [3-7s] camera pushes in. The bracket-notation reference lives in
../../vocab.md § Editing Syntax (shipping in v3.7.7 sub-phase 2f).
For multi-shot, use the Runtime arithmetic above — each cut labeled with its time range, sum equals total duration. Action scenes earn an extra layer: per cut, name the participants, location, implements, and beat-by-beat choreography.
Anti-pattern: per-3-second time labels written inside what was meant
as a single continuous shot. Seedance reads any per-segment timing
block as cut instructions and inserts cuts. Pick a side — if you
want continuity, drop the time markers; if you want cuts, label them
with Shot 1 / Shot 2 / Shot 3 and the multi-shot arithmetic above.
When a generated clip raises questions around itself, testing becomes narrative work — not "is it good?" but "what does it do?" and "what comes after?" The diagnostic below asks four scene-function questions; the decision tree maps the answers to next-shot types.
After any strong clip, ask these four in order. They surface what the clip is doing in the episode and what should come next.
These questions are scoped to the next move, not to "solving the whole episode." The narrower scope is what keeps them practical.
The right question is not "what is the coolest next shot?" but "what problem does the episode have right now?" Map the problem to a shot type:
The next shot is chosen by function, not by excitement.
Note: "continuation," "bridge," and "targeted repair" here name next-shot types decided post-generation. "Continuation," "Bridging," and "Repair" in § Working Modes above name per-clip intent during composition — different lifecycle phase, different decision.
This section handles filter rejections — prompts the Seedance
filter blocks before generation. For render failures — FPS drift,
frame-level review, failed-generation salvage, NSFW false-positive,
keyframe-invention, physics-state drift, action-reversal fill,
filler-babble on a short line, truncated action, mimed manipulation,
orphan limbs, multi-motion overload, spatial-awareness failures, walking
and cross-shot camera speed, fights generated as separate clips — see
FAILURE-MODES.md in this directory: symptom + mechanism + counter per
named failure, and a self-repair checklist to run before delivery. For
how many takes a failing shot gets before it is rewritten or restructured,
../higgsfield-troubleshoot/SKILL.md § Stop-Rule Ladder.
If the user tells you Seedance has flagged them multiple times in a row:
python3 scripts/seedance_lint.py --confirmed "<the prompt that passed>"--log) and later learn the
outcome: python3 scripts/higgsfield_memory.py update-filter <id> <fixed|workaround|still-blocked>python3 scripts/higgsfield_memory.py add-quality '<json entry>'
with the original prompt, the failure description, and the improved prompt.--project <name> (entries land in ../../db/projects/).Do not let the user regenerate the same prompt with one word changed. That is the loop that wastes hours.
Seedance prompts default to English. This section documents historical language-level workarounds for specific Seedance platform states.
At Seedance 2.0's launch the model performed better against Chinese prompts and enforced a hard 3,000-character cap per prompt. English runs roughly 5-10 characters per word; Chinese runs 1-2. Production teams used Chinese prompts to compress ~5× more directive content into the same character budget — the decisive workaround on long multi-shot prompts that otherwise hit the cap.
The workaround was a launch-window optimization, not a permanent convention. If a long Seedance prompt keeps hitting the cap and English compression has been exhausted, the Chinese-density path has shipped before — verify the cap state in the current Seedance UI before reaching for it.
../higgsfield-seedance-2-5/SKILL.md — Seedance 2.5, the omni-reference
dialect: four modes (t2v / omni_reference / video_edit /
video_extension), 4–30s, 30/10/10 reference materials, first-last frames in
omni_reference (platform start_image/end_image or in-prompt), video editing and
forward/backward extension. Caps at 1080p — route there when the job is long,
edit-shaped, or reference-heavy; stay here when it needs 4K, mode=fast, or a
genre hint../higgsfield-acting/SKILL.md — the performance layer that fills the
PERFORMANCE / CHARACTER ACTING block: objective, obstacle, tactics, beats,
subtext, status, mandatory eye life, the acting master profileHELL-GRIND.md (this directory) — Higgsfield's open-sourced feature-film
pipeline: asset construction, the per-scene GEO SPATIAL LAYOUT block, the
position-fixing first second, dialogue construction, iteration disciplinehiggsfield-seedance-vfx — the video-to-video sibling: transform footage the
user already shot (preserve subject + camera, add a VFX element / swap the
world / drop a creature / relight to match / sync a timed zoom), std-4Khiggsfield-prompt — MCSLA formula, archetype router, general prompt structure;
the Iteration Rule and 6-Pass Diagnostic Sequence for when generations are
off-target and you can't name whyhiggsfield-troubleshoot — diagnosis for non-filter failures (render quality, etc.)higgsfield-recall — pre-generation memory check against past failures../shared/negative-constraints.md — full negative-constraint reference,
including the Content Filter / Safety section../../docs/Seedance 2 Skill.md — extended bilingual director reference
(archetypes, cut rules, camera language appendix)