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Человек, отвечающий за книгу || Yulia Redour Человек, отвечающий за книгу || Yulia Redour @yuliaredour · 157 subscribers
Post #776 39
SCENE 3 — RETURN TO REALITY

Теперь снова возвращаем zombie-reference человека.

Длительность: около 6 секунд
Формат: 16:9

Загрузите:

@image1 → тот же ZOMBIE human turnaround из Scene 1
@image2 → тот же dog turnaround
@image3 → ту же favorite toy

Начало сцены должно продолжить движение руки из самого конца Scene 2.

Скопируйте prompt:

SEEDANCE 2.5 — SCENE 3: RETURN TO REALITY — 6 SECONDS — 16:9

[REFERENCES]

@image1 = exact infected/zombie human turnaround used in Scene 1.

Preserve the exact same infected identity, face, hairstyle, proportions, wardrobe state and cloudy pale eyes.

@image2 = exact same dog turnaround used in Scenes 1 and 2.

@image3 = exact same favorite toy, with identical realistic shape, wear, color and SMALL SCALE.

[MATCH-CUT OPENING]

Open by continuing the exact hand movement from the final moment of Scene 2.

The hand is already gently moving along the dog's muzzle and cheek.

The composition, direction, physical contact and movement should feel continuous.

But the healthy human is now replaced by the infected version in the ruined present.

[ACTION]

The infected hand completes ONE slow residual familiar stroke along the dog's muzzle.

This is NOT conscious human recognition.

This is NOT recovery of human intelligence.

It is only a fragment of residual motor memory.

The infected face remains vacant and altered:

cloudy pale eyes,
no smile,
no sentimental expression,
no normal human emotional response.

After the stroke, the infected human turns away with restrained, stiff post-infection body mechanics and begins walking toward the exit.

The departure feels heavy and slightly slow, not brisk, energetic or purposeful.

The dog remains for a brief beat.

Then the dog naturally picks up its favorite toy in its mouth and follows the infected human.

The dog catches up.

They leave the room together in the same direction.

The dog's behavior is loyal and natural.

The infected human does NOT turn back.
Does NOT call the dog.
Does NOT consciously wait for the dog.
Does NOT display normal human reasoning.

[CAMERA]

Quiet observational live-action framing.

Begin intimate on the infected hand and the dog's muzzle.

Then widen naturally enough to see the infected human turn and walk away.

End with the dog picking up the toy and following.

Avoid fast camera movement.

Leave visual breathing room at the end for an editorial fade to black.

[AUDIO]

Diegetic sound only:

quiet ruined-room ambience,
cloth movement,
stiff footsteps,
dog breathing,
the soft sound of the toy being picked up,
paws following across the floor,
distant wind.

NO MUSIC.
NO DIALOGUE.
NO SUBTITLES.

[NEGATIVE]

No sudden running.
No energetic normal human walk.
No conscious emotional reaction from the infected person.
No smile.
No normal clear eyes.
No face change.
No dog identity change.
No oversized toy.
No melodramatic gesture.
No artificial fog.
No artificial clouds.
No plastic look.
No CGI look.
No extra people.
No gore.
No text.
No watermark.
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