# Seedance 2.0 Prompt Optimization Use this reference when the user asks for better prompt quality, stronger control, or more reliable motion planning with `SEEDANCE_2_0`. This file improves prompt design only. It does not change the runtime API surface of this skill. ## Core principle A good Seedance prompt is not just "beautiful language". It is a compact production spec: - what the shot starts with - what changes over time - what the camera does - what visual payoff lands at the end - what must stay consistent Prefer controllable, time-aware prompts over poetic but vague prompts. ## Recommended output format When the user's request is complex, organize the prompt plan in this structure before converting it into the final API `prompt` string: 1. `Mode` 2. `Asset mapping` 3. `Timeline beats` 4. `Final prompt` 5. `Negative constraints` 6. `Generation settings` ## Mode selection Pick the mode before writing the final prompt. | Mode | When to use | Input shape in this skill | |------|-------------|---------------------------| | Text-only | No reference media; all control comes from language | `prompt` | | Single-image | One image defines identity/composition; motion is moderate | `image` + `prompt` | | Multi-image | Multiple images define ordered waypoints or transitions | `images` + `prompt` | | First/last-frame | The user cares about the opening frame and ending frame most | `first_frame` + `last_frame` + `prompt` | | Migration alias | The user comes from a provider that uses start image + end image | `image` + `last_image` + `prompt` | ## Asset mapping Before generating, state what each asset controls. Examples: - `image`: identity anchor, composition anchor, palette anchor - `images[0]`: first visual waypoint - `images[1]`: transition or midpoint waypoint - `images[2]`: final reveal or destination - `first_frame`: opening composition and identity lock - `last_frame`: ending composition, pose, or scene state Do not treat every image as "just inspiration". Say exactly what each asset should preserve or influence. ## Timeline beats Use one major beat per time segment. ### 5 seconds - `0-2s`: establish shot and first motion - `2-4s`: primary action or transformation - `4-5s`: payoff / reveal / clean exit frame ### 10 seconds - `0-3s`: setup - `3-7s`: main motion development - `7-10s`: climax and ending frame ### 15 seconds - `0-4s`: establish world and subject - `4-9s`: build action - `9-13s`: transition or escalation - `13-15s`: payoff and stable ending frame If the user asks for a longer video idea, split it into multiple segments conceptually and optimize this single prompt for one segment only. ## Prompt skeletons ### Text-only ```text 9:16 vertical, 5s, cinematic realism. 0-2s: [subject and opening action]. 2-4s: [main action and camera move]. 4-5s: [reveal / final frame]. Consistent lighting, coherent motion, physically plausible movement, clear final payoff. ``` ### Single-image ```text Animate the subject from the reference image while preserving identity, outfit, composition, and color palette. 9:16 vertical, 5s. 0-2s: subtle opening motion. 2-4s: main movement. 4-5s: clean end pose. No identity drift, no extra limbs, no sudden scene change. ``` ### Multi-image ```text Use the reference images as ordered waypoints of one coherent shot. 9:16 vertical, 5s. 0-2s: begin from the first image composition. 2-4s: transition naturally through the middle waypoint. 4-5s: land on the final visual state from the last image. Preserve the same subject, lighting logic, and scene continuity. ``` ### First-frame / last-frame ```text Start from the first frame exactly, transition naturally through one clear action arc, and arrive at the last frame with matching subject identity and scene continuity. 9:16 vertical, 5s. 0-2s: opening state from first frame. 2-4s: transformation or movement bridge. 4-5s: stable arrival at last frame. No hard cut, no identity drift, no abrupt environment rewrite. ``` ## Shot design checklist Always try to cover these dimensions: - subject identity - environment - shot size - angle - camera movement - lighting quality - material / texture behavior - action timing - final payoff - continuity constraints ## Negative constraints Add negative constraints when the user wants clean, controllable output. Common reusable constraints: - `no watermark` - `no logo` - `no subtitles` - `no on-screen text` - `no extra fingers` - `no extra limbs` - `no identity drift` - `no sudden camera jump` - `no scene change unrelated to the prompt` Only include constraints that help the user's actual goal. ## Scenario recipes ### Product ad - Preserve product shape and brand-safe geometry. - Use a clean studio or premium contextual background. - Make one hero move the center of the prompt: spin, push-in, reveal, exploded view, or reassembly. - End on a frame that could serve as a cover image. ### Character short - Lock identity early. - Keep one clear action arc only. - Avoid overloading the prompt with multiple costume, location, and motion changes. - If using first/last frames, make the bridge action simple and believable. ### Before/after transformation - Best with `first_frame` + `last_frame` or ordered `images`. - Explicitly state what remains the same and what changes. - Write the transformation as a continuous process, not a hard cut. ### Storyboard clip - Treat each image as a waypoint, not a separate scene. - Maintain one camera logic across all images. - Keep the transition language continuous: pan, dolly, arc, push, rise, turn. ## Anti-patterns Avoid these: - vague beauty words with no visual instructions - too many simultaneous actions in one 5-second clip - switching subject, location, and camera style all at once - saying "make it cinematic" without specifying what that means - describing every millisecond instead of a few controllable beats ## Practical conversion rule When the user gives a rough brief, convert it like this: `rough idea -> mode -> asset mapping -> 2 to 4 timeline beats -> final prompt -> optional negative constraints` If the prompt becomes too long, remove decorative adjectives first. Keep: - subject - action - camera - lighting - payoff - continuity constraints