MiniMax_H3_Singularity_Prompt_Writing_Specification_Enhanced_EN.md
| 1 | # MiniMax H3 Singularity Video Prompt Writing Specification |
| 2 | |
| 3 | Full-Reference Image-to-Video · Enhanced Guide for Action, Camera, VFX, Lighting, Sound, and Continuity |
| 4 | Purpose: This document consolidates the Full-Reference prompt structure and the recurring high-value patterns found in the provided MiniMax training-prompt corpus. It is an engineering-oriented writing guide, not a claim about undocumented internal MiniMax rules. |
| 5 | |
| 6 | ## 1\. Core Design Principles |
| 7 | |
| 8 | A strong H3 prompt should explicitly control the following layers: |
| 9 | |
| 10 | * Reference — what visual information is inherited from each reference image. |
| 11 | * Composition — framing, shot size, subject placement, foreground/background relationships. |
| 12 | * Action — continuous, physically readable action rather than isolated action labels. |
| 13 | * Camera — position, movement type, direction, speed, amplitude, and what the camera follows. |
| 14 | * Physics / VFX — particles, impact, recoil, debris, cloth/hair response, smoke, light interaction, and other consequences. |
| 15 | * Lighting / Materials — light source, direction, exposure, reflections, surface response, atmosphere, and depth. |
| 16 | * Audio — ambient sound, synchronized effects, dialogue, and music. |
| 17 | * Continuity — identity, spatial direction, object state, damage state, and temporal progression. |
| 18 | |
| 19 | ```text |
| 20 | Shot ≈ current composition + subject state + action chain + camera movement + environmental/physical feedback + lighting change + sound/dialogue |
| 21 | Action chain ≈ initial state → trigger → primary action → displacement/momentum → contact or reaction → final state |
| 22 | Camera chain ≈ camera position → movement direction → speed → amplitude → subject followed → focus/depth-of-field result |
| 23 | ``` |
| 24 | |
| 25 | ## 2\. Standard Full-Reference Prompt Structure |
| 26 | |
| 27 | ```text |
| 28 | id="x..." |
| 29 | subject\_definitions: |
| 30 | ... |
| 31 | summary: |
| 32 | ... |
| 33 | retention\_analysis: |
| 34 | ... |
| 35 | detailed\_description: |
| 36 | ... |
| 37 | overall\_soundscape: |
| 38 | ... |
| 39 | non\_diegetic\_music: |
| 40 | ... |
| 41 | ``` |
| 42 | |
| 43 | The exact field names above should remain stable when the workflow or application expects this structure. |
| 44 | |
| 45 | ## 3\. subject\_definitions |
| 46 | |
| 47 | Use subject definitions to establish persistent identity, appearance, environment, props, and other reference-grounded elements. |
| 48 | |
| 49 | * Define characters with stable visual identity: face, hair, clothing, body characteristics, and distinctive features. |
| 50 | * Define environments with architecture, terrain, major objects, atmosphere, and visual style. |
| 51 | * Define important props or VFX elements when they need stable visual identity. |
| 52 | * Do not place long time-axis actions here. Put evolving actions in detailed\_description. |
| 53 | * If a reference image only defines a character, scene, style, or appearance, connect it to the relevant Subject instead of treating it as an independent video keyframe. |
| 54 | |
| 55 | ## 4\. Reference Images: Critical Distinction |
| 56 | |
| 57 | A reference image is not automatically a video character or a first frame. Distinguish between visual inheritance and temporal anchoring. |
| 58 | |
| 59 | * Use <Subject N> for the actual entity or scene content that should appear in the generated video. |
| 60 | * Use <Picture N> as a standalone reference when it genuinely functions as a first frame, keyframe, last frame, or composition anchor. |
| 61 | * If a picture only supplies appearance, identity, clothing, environment, or style, place that relationship inside the Subject definition. |
| 62 | * State clearly when reference-grounded content becomes active if the reference is intended to affect only part of the sequence. |
| 63 | |
| 64 | ## 5\. summary |
| 65 | |
| 66 | Summarize the main visual action and its progression. A useful summary describes what happens, how it develops, and the resulting state—not merely the plot premise. |
| 67 | |
| 68 | ## 6\. retention\_analysis |
| 69 | |
| 70 | Use retention relationships consistently when the format requires them: |
| 71 | |
| 72 | * fully\_preserved — the referenced element remains substantially unchanged. |
| 73 | * partially\_preserved — only selected properties are retained. |
| 74 | * attribute\_transfer — selected visual attributes are transferred to another generated element. |
| 75 | * weak\_reference — the reference provides loose visual guidance. |
| 76 | * newly\_generated — the element is created without meaningful reference inheritance. |
| 77 | * For audio: fully\_copy, partially\_copy, reference, weak\_reference. |
| 78 | |
| 79 | ## 7\. detailed\_description — The Core Field |
| 80 | |
| 81 | Organize the description shot-by-shot in playback order. Each shot should answer seven practical questions: what is visible, where the subject is, what state it starts in, what it continuously does, how the camera moves, what visual/physical feedback occurs, and what is heard. |
| 82 | |
| 83 | ```text |
| 84 | \[Shot 1] \[shot size / camera position] establishes \[subject position + composition]. |
| 85 | \[Subject] begins in \[initial state], then \[trigger/action initiation]. |
| 86 | As \[primary action] continues, \[body movement / displacement / prop movement]. |
| 87 | The camera \[movement] at \[speed/amplitude], keeping \[subject] in \[composition relationship]. |
| 88 | At the moment of \[contact / impact / emotional change], \[VFX / physical response / lighting change] occurs. |
| 89 | The shot ends with \[final pose / final state], while \[sound/dialogue] continues or resolves. |
| 90 | ``` |
| 91 | |
| 92 | For later shots, use explicit timestamps such as: |
| 93 | |
| 94 | ```text |
| 95 | \[Shot 2] At 00:03.000, ... |
| 96 | ``` |
| 97 | |
| 98 | Shot 1 has no timestamp in the recommended structure; later shots should use timestamps when temporal precision matters. |
| 99 | |
| 100 | ## 8\. Action Writing: From Labels to Processes |
| 101 | |
| 102 | Avoid isolated verbs such as “walks,” “attacks,” “turns,” or “explodes” when the action needs to be visually reliable. Expand them into a causal sequence. |
| 103 | |
| 104 | ```text |
| 105 | Preparation → Trigger → Acceleration → Primary action → Contact → Reaction → Recovery → Final state |
| 106 | ``` |
| 107 | |
| 108 | **Weak:** |
| 109 | |
| 110 | ```text |
| 111 | The warrior attacks the enemy. |
| 112 | ``` |
| 113 | |
| 114 | **Stronger:** |
| 115 | |
| 116 | ```text |
| 117 | The warrior lowers his center of gravity, shifts one foot forward, draws the sword back, then accelerates into a forward slash. The blade cuts across the frame with visible momentum; the opponent recoils from the impact, while loose fabric and dust react to the movement. The warrior completes the follow-through and settles into a guarded stance. |
| 118 | ``` |
| 119 | |
| 120 | For distant characters, explicitly preserve continuous movement: |
| 121 | The two distant characters continue walking throughout the shot at a steady pace; their steps remain continuous even though their small scale makes the movement visually subtle. |
| 122 | |
| 123 | ## 9\. Camera / Cinematography |
| 124 | |
| 125 | Avoid vague phrases such as “dynamic camera” or “cinematic camera.” Specify the camera behavior. |
| 126 | |
| 127 | * Tracking shot — follows a moving subject along a defined path. |
| 128 | * Push-in — camera moves toward the subject, increasing visual emphasis. |
| 129 | * Pull-back — camera retreats to reveal space or reduce emphasis. |
| 130 | * Pan — camera rotates horizontally. |
| 131 | * Tilt — camera rotates vertically. |
| 132 | * Orbit / arc — camera moves around the subject while maintaining a spatial relationship. |
| 133 | * Swoop — camera travels through space with a pronounced curved or diving trajectory. |
| 134 | * Whip-pan — rapid directional rotation, useful for transitions or sudden changes. |
| 135 | * Dive / plunge — camera moves sharply downward or forward from an elevated viewpoint. |
| 136 | * Barrel roll — camera rotates around the lens axis while moving through space. |
| 137 | * Handheld — controlled small-scale camera shake suggesting physical presence or instability. |
| 138 | * Static / locked-off — camera remains fixed while the action unfolds. |
| 139 | A robust camera specification contains five elements: |
| 140 | camera position / shot size + movement + direction + speed / amplitude + subject to follow |
| 141 | Bind the camera to the action. For example, a side-tracking camera can maintain a character in profile while matching the character's running speed; a push-in can accelerate toward the instant of impact. |
| 142 | |
| 143 | ## 10\. VFX and Physical Feedback |
| 144 | |
| 145 | Do not write only “add cool effects.” Describe the trigger, visual form, motion, and environmental consequence. |
| 146 | |
| 147 | ```text |
| 148 | VFX ≈ trigger condition + form + direction/motion + interaction with environment/subjects |
| 149 | ``` |
| 150 | |
| 151 | * Energy / magic — describe emission point, shape, direction, intensity, travel path, and impact. |
| 152 | * Explosion — specify the ignition/impact point, expanding fire/smoke, debris trajectory, pressure wave, and environmental response. |
| 153 | * Sparks — specify source, density, direction, brightness, and decay. |
| 154 | * Smoke / dust — specify origin, expansion, drift, turbulence, and interaction with light. |
| 155 | * Fragments — specify what breaks, fragment direction, scale, and momentum. |
| 156 | * Liquid / blood — specify the impact source, spray direction, droplets, and subsequent settling. |
| 157 | * Rifts / portals — specify formation, edge behavior, internal motion, emission, and disappearance. |
| 158 | * Lightning — specify origin, branching, flash timing, illumination, and contact effect. |
| 159 | Always consider physical feedback: hair and clothing react to force, weapons recoil, dust rises from footsteps, ice cracks under pressure, nearby surfaces receive light from explosions, and particles inherit momentum from impacts. |
| 160 | |
| 161 | ## 11\. Lighting, Materials, and Visual Texture |
| 162 | |
| 163 | Replace generic quality language with concrete visual controls. |
| 164 | |
| 165 | * Light source and direction. |
| 166 | * Warm/cool or otherwise specified light characteristics when important. |
| 167 | * Exposure and contrast changes. |
| 168 | * Reflections and wet-surface response. |
| 169 | * Volumetric light, haze, smoke, or atmospheric depth. |
| 170 | * Depth of field and focus transitions. |
| 171 | * Motion blur only when justified by rapid motion. |
| 172 | * Material response: skin, metal, fabric, glass, water, ice, stone, etc. |
| 173 | Words such as “cinematic,” “epic,” “high quality,” and “dynamic” can support a description, but should never replace observable visual instructions. |
| 174 | |
| 175 | ## 12\. Multi-Shot Timeline and Continuity |
| 176 | |
| 177 | Write shots in playback order and preserve causal continuity. |
| 178 | |
| 179 | * Maintain consistent screen direction unless a deliberate reversal is specified. |
| 180 | * Track weapon position, body pose, object ownership, and prop state between shots. |
| 181 | * Carry damage, dirt, blood, smoke, broken objects, and other persistent states forward when appropriate. |
| 182 | * Maintain consistent character identity and clothing. |
| 183 | * Preserve the intended reference-image anchor when a picture is used as a keyframe. |
| 184 | * Synchronize sound effects with visible impacts and actions. |
| 185 | * Use timestamps for later shots when precise timing matters. |
| 186 | |
| 187 | ## 13\. Character Acting and Emotion |
| 188 | |
| 189 | Convert abstract emotions into observable micro-actions. |
| 190 | |
| 191 | * Eyes: gaze direction, blinking, widening, narrowing, tracking. |
| 192 | * Face: eyebrow movement, lip tension, jaw movement, smile/frown changes. |
| 193 | * Breathing: chest or shoulder movement, visible recovery after exertion. |
| 194 | * Posture: shoulders, spine, head angle, center of gravity. |
| 195 | * Hands: grip tension, finger movement, hesitation, release. |
| 196 | * Attention: explicitly state what the character looks at or reacts to. |
| 197 | Instead of only saying “she looks nervous,” describe the behavior: her gaze shifts toward the doorway, her lips tighten, her breathing becomes shallow, and her fingers repeatedly adjust their grip. |
| 198 | |
| 199 | ## 14\. Dialogue, Soundscape, and Music |
| 200 | |
| 201 | Keep speaker identities stable across shots. |
| 202 | |
| 203 | ```text |
| 204 | (S1) speaks: "..." |
| 205 | (S2) replies: "..." |
| 206 | ``` |
| 207 | |
| 208 | * Use stable speaker IDs such as (S1), (S2), etc. |
| 209 | * Synchronize dialogue with visible mouth movement when the format requires it. |
| 210 | * Place important diegetic effects in the overall\_soundscape. |
| 211 | * Use non\_diegetic\_music for background score rather than mixing it with physical scene sounds. |
| 212 | * Synchronize footsteps, impacts, weapon clashes, explosions, wind, water, and other effects with visible events. |
| 213 | |
| 214 | ## 15\. Reusable High-Value Templates |
| 215 | |
| 216 | ### 15.1 Distant Continuous Walking |
| 217 | |
| 218 | ```text |
| 219 | \[Shot 1] A wide establishing shot shows <Subject 1> and <Subject 2> far in the background. |
| 220 | Both subjects continue walking steadily along the path throughout the entire shot, maintaining consistent direction and spacing. |
| 221 | The camera performs a slow lateral tracking movement, keeping the distant figures within the wide composition. |
| 222 | Their clothing and hair move subtly with the surrounding breeze, while the environment remains visually dominant. |
| 223 | ``` |
| 224 | |
| 225 | ### 15.2 Wuxia / Xianxia Combat |
| 226 | |
| 227 | ```text |
| 228 | \[Shot 1] A medium-wide side angle frames <Subject 1> and <Subject 2> in opposing positions. |
| 229 | <Subject 1> shifts into a lower stance, draws the weapon backward, then launches forward with accelerating momentum. |
| 230 | The camera tracks laterally with the attack, then arcs around the point of contact. |
| 231 | At impact, sparks and dust burst outward, the opponent recoils, clothing and hair react to the force, and loose debris is displaced across the ground. |
| 232 | The attacker completes the follow-through and settles into a controlled stance. |
| 233 | ``` |
| 234 | |
| 235 | ### 15.3 Explosion / Disaster |
| 236 | |
| 237 | ```text |
| 238 | \[Shot 1] The camera begins in a stable wide shot as <Subject 1> stands near the center of the environment. |
| 239 | A sudden trigger occurs behind the subject, followed by a rapidly expanding explosion. |
| 240 | The camera pulls backward while panning to keep the subject and blast inside the frame. |
| 241 | Fire, smoke, debris, dust, and fragments expand outward; nearby surfaces are illuminated by the flash and respond to the pressure wave. |
| 242 | The shot ends as the initial blast subsides into drifting smoke and falling debris. |
| 243 | ``` |
| 244 | |
| 245 | ### 15.4 Magic / Energy Effect |
| 246 | |
| 247 | ```text |
| 248 | \[Shot 1] <Subject 1> raises one hand and gathers a concentrated energy field around the palm. |
| 249 | The energy intensifies from a small glow into a dense rotating mass, with particles spiraling inward before being released forward. |
| 250 | The camera pushes toward the hand, then tracks the energy projectile as it travels through the environment. |
| 251 | At impact, a shockwave expands outward, nearby dust and loose objects are displaced, and the surrounding surfaces receive a brief burst of colored illumination. |
| 252 | ``` |
| 253 | |
| 254 | ## 16\. Common Failure Modes |
| 255 | |
| 256 | * Using only generic descriptors such as cinematic, dynamic, epic, or high-definition. |
| 257 | * Treating every reference image as an automatic first frame. |
| 258 | * Using one-word actions instead of continuous action chains. |
| 259 | * Writing “dynamic camera” without movement type, direction, speed, or subject relationship. |
| 260 | * Writing “cool VFX” without trigger, form, motion, or physical consequence. |
| 261 | * Applying heavy motion blur to every movement. |
| 262 | * Packing too many simultaneous actions into one shot. |
| 263 | * Redefining the same Subject inconsistently across shots. |
| 264 | * Failing to synchronize sound with visible events. |
| 265 | * Describing emotions abstractly without observable acting. |
| 266 | * Failing to state continuous walking when distant characters are intended to keep walking. |
| 267 | |
| 268 | ## 17\. Final Quality Checklist |
| 269 | |
| 270 | * Is every important reference image clearly assigned a purpose? |
| 271 | * Are Subject identities stable? |
| 272 | * Does every major action have a beginning, progression, reaction, and ending state? |
| 273 | * Is camera movement concrete and connected to the action? |
| 274 | * Are VFX tied to physical triggers and consequences? |
| 275 | * Are lighting and material changes observable rather than generic? |
| 276 | * Are sounds synchronized with visible events? |
| 277 | * Are speaker IDs stable? |
| 278 | * Is continuity preserved between shots? |
| 279 | * Are distant/background actions explicitly described when they must continue? |
| 280 | * Have unnecessary generic adjectives been replaced with concrete visual information? |
| 281 | |
| 282 | ## 18\. Copyable Master Template |
| 283 | |
| 284 | ```text |
| 285 | id="x..." |
| 286 | |
| 287 | subject\_definitions: |
| 288 | <Subject 1>: \[identity / appearance / clothing / distinctive features / reference relationship] |
| 289 | <Subject 2>: \[identity / appearance / clothing / distinctive features / reference relationship] |
| 290 | <Environment>: \[location / architecture / terrain / atmosphere / lighting] |
| 291 | <Prop or VFX>: \[appearance / material / persistent characteristics] |
| 292 | |
| 293 | summary: |
| 294 | \[Main action progression and final state] |
| 295 | |
| 296 | retention\_analysis: |
| 297 | \[Reference → Subject relationships and preservation level] |
| 298 | |
| 299 | detailed\_description: |
| 300 | \[Shot 1] \[shot size / camera position] establishes \[composition]. |
| 301 | \[Subject] begins in \[initial state], then \[trigger]. |
| 302 | As \[primary action] continues, \[body / prop / environmental movement]. |
| 303 | The camera \[movement] toward / along / around \[direction], at \[speed / amplitude], following \[subject]. |
| 304 | At \[impact / contact / emotional beat], \[VFX / physics / lighting response]. |
| 305 | The shot ends with \[final state]. |
| 306 | |
| 307 | \[Shot 2] At 00:03.000, \[new composition and continuing state]. |
| 308 | \[Action progression + camera + physical response + sound]. |
| 309 | \[Continue as needed.] |
| 310 | |
| 311 | overall\_soundscape: |
| 312 | \[Ambient environment + synchronized diegetic effects + dialogue] |
| 313 | |
| 314 | non\_diegetic\_music: |
| 315 | \[Music style / intensity / progression, if applicable] |
| 316 | ``` |
| 317 | |
| 318 | ## 19\. Single-Shot High-Quality Example |
| 319 | |
| 320 | ```text |
| 321 | \[Shot 1] A low-angle medium-wide tracking shot frames the warrior in the foreground, with the opponent several meters ahead on the same axis. |
| 322 | The warrior begins in a compressed defensive stance, shoulders lowered and sword held close to the body. He shifts his rear foot forward, rotates his hips, draws the blade backward, and suddenly accelerates into a forward charge. |
| 323 | The camera tracks backward at matching speed, maintaining the warrior in the lower-center of the frame while preserving the opponent in the background. |
| 324 | As the warrior closes the distance, the blade swings upward and transitions into a diagonal slash. At the instant of contact, bright sparks burst from the collision point, dust lifts from the ground, and both characters' clothing and hair react to the force. |
| 325 | The opponent is pushed backward several steps, briefly loses balance, then regains footing. The warrior completes the follow-through and lowers the blade into a guarded stance. |
| 326 | The camera performs a small arc around the contact point and settles into a wider composition as the dust begins to disperse. |
| 327 | Footsteps, cloth movement, the metallic impact, and drifting environmental ambience remain synchronized with the visible action. |
| 328 | ``` |
| 329 | |
| 330 | The example is intentionally concrete: it specifies starting state, action progression, camera behavior, physical response, final state, and synchronized sound instead of relying on generic quality adjectives. |
| 331 | |
| 332 | ## 20\. Training-Corpus-Derived High-Value Patterns |
| 333 | |
| 334 | The following patterns are especially useful because they repeatedly improve action readability and visual specificity in the provided training material: |
| 335 | |
| 336 | * Use explicit camera verbs: track, push in, pull back, pan, tilt, orbit, arc, swoop, dive, whip-pan, barrel roll. |
| 337 | * Use action verbs that imply visible mechanics: shift weight, brace, draw back, accelerate, lunge, swing through, recoil, stagger, recover, settle. |
| 338 | * Describe environmental response: dust, sparks, fragments, smoke, cloth, hair, reflections, debris, pressure waves. |
| 339 | * Connect cause and effect: trigger → movement → impact → reaction. |
| 340 | * Use temporal transitions: initially, then, as the action continues, at the moment of impact, afterward, finally. |
| 341 | * Keep the camera and action synchronized rather than describing them as unrelated lists. |
| 342 | * Use concrete lighting and material behavior instead of generic quality claims. |
| 343 | These are corpus-derived writing patterns. They should be treated as practical prompt-engineering guidance rather than undocumented official MiniMax implementation rules. |
| 344 | |
| 345 | ## 21\. Recommended Prompt-Building Workflow |
| 346 | |
| 347 | 1. Define the reference relationship first: what is inherited and what is newly generated. |
| 348 | 2. Lock the persistent Subject and Environment descriptions. |
| 349 | 3. Write the composition and starting state of each shot. |
| 350 | 4. Expand the main action into a continuous causal chain. |
| 351 | 5. Add camera movement that physically follows or emphasizes the action. |
| 352 | 6. Add VFX and environmental reactions at the exact trigger points. |
| 353 | 7. Add lighting/material changes that result from the event. |
| 354 | 8. Add synchronized sound and dialogue. |
| 355 | 9. Check continuity across the timeline. |
| 356 | 10. Remove vague filler and replace it with observable details. |
| 357 | |
| 358 | |