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-1356.2625874622024 ], "size": [ 304.03338256835946, 95.14661743164083 ], "flags": {}, "order": 93, "mode": 0, "inputs": [ { "name": "model", "type": "MODEL", "link": 185 } ], "outputs": [ { "name": "MODEL", "type": "MODEL", "links": [ 289 ] } ], "properties": { "cnr_id": "comfy-core", "ver": "0.30.0", "Node name for S&R": "MiniMaxH3SigmaShift" }, "widgets_values": [ 12, 3 ], "widgets_values_named": { "shift_video": 12, "shift_audio": 3 } }, { "id": 4, "type": "VAELoader", "pos": [ 366.20953219890663, -1465.5282241620882 ], "size": [ 330, 70 ], "flags": {}, "order": 12, "mode": 0, "inputs": [], "outputs": [ { "name": "VAE", "type": "VAE", "links": [ 267 ] } ], "title": "H3 Audio VAE", "properties": { "cnr_id": "comfy-core", "ver": "0.30.0", "Node name for S&R": "VAELoader" }, "widgets_values": [ "minimax_h3_audio_vae_fp32.safetensors" ], "widgets_values_named": { "vae_name": "minimax_h3_audio_vae_fp32.safetensors" } }, { "id": 3, "type": "VAELoader", "pos": [ 363.91446104222604, -1574.2352272265543 ], "size": [ 330, 70 ], "flags": {}, "order": 13, "mode": 0, "inputs": [], "outputs": [ { "name": "VAE", "type": "VAE", "links": [ 242 ] } ], "title": "H3 Video VAE", "properties": { "cnr_id": "comfy-core", "ver": "0.30.0", "Node name for S&R": "VAELoader" }, "widgets_values": [ "minimax_h3_video_vae_int8_convrot.safetensors" ], "widgets_values_named": { "vae_name": "minimax_h3_video_vae_int8_convrot.safetensors" } }, { "id": 102, "type": "ComfyMathExpression", "pos": [ 427.1292767160542, -1624.275929008781 ], "size": [ 350, 150 ], "flags": { "collapsed": true }, "order": 37, "mode": 0, "inputs": [ { "name": "values.a", "type": "FLOAT,INT,BOOLEAN", "link": 1 }, { "label": "b", "name": "values.b", "shape": 7, "type": "FLOAT,INT,BOOLEAN", "link": null } ], "outputs": [ { "name": "FLOAT", "type": "FLOAT", "links": null }, { "name": "INT", "type": "INT", "links": [ 330 ] }, { "name": "BOOL", "type": "BOOLEAN", "links": null } ], "title": "H3 VALID FRAME LENGTH (17k+5)", "properties": { "cnr_id": "comfy-core", "ver": "0.30.0", "Node name for S&R": "ComfyMathExpression" }, "widgets_values": [ "max(5, round(a * 24)) + (5 - (max(5, round(a * 24)) % 17)) % 17" ], "widgets_values_named": { "expression": "max(5, round(a * 24)) + (5 - (max(5, round(a * 24)) % 17)) % 17" } }, { "id": 915, "type": "Note", "pos": [ -117.84250282459593, -1392.0945643531875 ], "size": [ 284.1999328613283, 88 ], "flags": {}, "order": 14, "mode": 0, "inputs": [], "outputs": [], "title": "Context length guide", "properties": { "Node name for S&R": "Note" }, "widgets_values": [ "H3-native video runs: 5, 22, 39*, 56, 73, 90*, 107, 124, 141*, 158, 175, 192*, 209, 226, 243*\n\n* exact video+audio boundary. 39 recommended. " ], "widgets_values_named": { "text": "H3-native video runs: 5, 22, 39*, 56, 73, 90*, 107, 124, 141*, 158, 175, 192*, 209, 226, 243*\n\n* exact video+audio boundary. 39 recommended. " }, "color": "#432", "bgcolor": "#653" }, { "id": 911, "type": "Note", "pos": [ -133.39512668550105, -1253.1948938274036 ], "size": [ 324.9133825683589, 114.70673828124984 ], "flags": {}, "order": 15, "mode": 0, "inputs": [], "outputs": [], "title": "Note!", "properties": { "Node name for S&R": "Note" }, "widgets_values": [ " For each clip! --->\n\nGlobal clip duration = duration of each clip, not the total length of the stitched clips.\n\nFinal stitched length is slightly shorter than clip duration times number of clips because every continuation\nuses a 39-frame (1.625s) video overlap by default; audio overlap is trimmed." ], "widgets_values_named": { "text": " For each clip! --->\n\nGlobal clip duration = duration of each clip, not the total length of the stitched clips.\n\nFinal stitched length is slightly shorter than clip duration times number of clips because every continuation\nuses a 39-frame (1.625s) video overlap by default; audio overlap is trimmed." }, "color": "#432", "bgcolor": "#653" }, { "id": 900, "type": "Note", "pos": [ -878.4254392907718, -1892.0272760284417 ], "size": [ 690.7994556030271, 246.61312609924335 ], "flags": {}, "order": 16, "mode": 0, "inputs": [], "outputs": [], "title": "READ ME", "properties": { "Node name for S&R": "Note" }, "widgets_values": [ "MINIMAX H3 SEAMLESS CHAIN — SIMPLE VERSION\n\nACTIVE BY DEFAULT\n• Clip 1 = T2V start\n• Clip 2 = Motion Context extension\n\nCHOOSE HOW MANY CLIPS YOU WANT TO CHAIN\n• Clips 3–6 are present but bypassed.\n• Use the Fast Groups Bypasser panel to activate them SEQUENTIALLY:\n Clip 3 → Clip 4 → Clip 5 → Clip 6.\n• Do not activate Clip 5 unless Clip 4 is active, etc.\n\nGLOBAL DEFAULTS\n• Duration = 15 sec per clip.\n• Motion Context context = 39 frames (1.625 sec) by default, so each continuation\n contributes roughly 13.4 sec of NEW footage after accounting for the overlap.\n• Resolution = 0.5 MP, 16:9, rounded to multiple of 32.\n• Sampler/Scheduler: res_multistep/simple" ], "widgets_values_named": { "text": "MINIMAX H3 SEAMLESS CHAIN — SIMPLE VERSION\n\nACTIVE BY DEFAULT\n• Clip 1 = T2V start\n• Clip 2 = Motion Context extension\n\nCHOOSE HOW MANY CLIPS YOU WANT TO CHAIN\n• Clips 3–6 are present but bypassed.\n• Use the Fast Groups Bypasser panel to activate them SEQUENTIALLY:\n Clip 3 → Clip 4 → Clip 5 → Clip 6.\n• Do not activate Clip 5 unless Clip 4 is active, etc.\n\nGLOBAL DEFAULTS\n• Duration = 15 sec per clip.\n• Motion Context context = 39 frames (1.625 sec) by default, so each continuation\n contributes roughly 13.4 sec of NEW footage after accounting for the overlap.\n• Resolution = 0.5 MP, 16:9, rounded to multiple of 32.\n• Sampler/Scheduler: res_multistep/simple" }, "color": "#432", "bgcolor": "#653" }, { "id": 902, "type": "Note", "pos": [ -791.7857921984865, -1262.1008741070555 ], "size": [ 410, 170 ], "flags": {}, "order": 17, "mode": 0, "inputs": [], "outputs": [], "title": "Optional clip switch instructions", "properties": { "Node name for S&R": "Note" }, "widgets_values": [ "Optional groups are BYPASSED by default.\n\nTurn them on from top to bottom only: Clip 3, then 4, then 5, then 6." ], "widgets_values_named": { "text": "Optional groups are BYPASSED by default.\n\nTurn them on from top to bottom only: Clip 3, then 4, then 5, then 6." }, "color": "#432", "bgcolor": "#653" }, { "id": 913, "type": "PrimitiveInt", "pos": [ 433.3057153594424, -593.2835994131405 ], "size": [ 300, 82 ], "flags": {}, "order": 18, "mode": 0, "inputs": [], "outputs": [ { "name": "INT", "type": "INT", "links": [ 405 ] } ], "title": "GLOBAL CONTEXT FRAMES", "properties": { "cnr_id": "comfy-core", "ver": "0.31.0", "Node name for S&R": "PrimitiveInt" }, "widgets_values": [ 39, "fixed" ], "widgets_values_named": { "value": 39, "fixed": "fixed" }, "color": "#232", "bgcolor": "#353" }, { "id": 214, "type": "SamplerCustomAdvanced", "pos": [ 2522.709001718382, -837.5686425808714 ], "size": [ 256, 148.06666666666672 ], "flags": {}, "order": 147, "mode": 0, "inputs": [ { "name": "noise", "type": "NOISE", "link": 36 }, { "name": "guider", "type": "GUIDER", "link": 37 }, { "name": "sampler", "type": "SAMPLER", "link": 357 }, { "name": "sigmas", "type": "SIGMAS", "link": 40 }, { "name": "latent_image", "type": "LATENT", "link": 41 } ], "outputs": [ { "name": "output", "type": "LATENT", "links": [ 42, 44, 64 ] }, { "name": "denoised_output", "type": "LATENT", "links": [] } ], "title": "Clip 2 Sampler", "properties": { "cnr_id": "comfy-core", "ver": "0.30.0", "Node name for S&R": "SamplerCustomAdvanced" } }, { "id": 300, "type": "MiniMaxH3ImageToVideo", "pos": [ 1195.4359212000013, -52.598368760168455 ], "size": [ 463.86664428710947, 405.79999999999995 ], "flags": {}, "order": 101, "mode": 0, "inputs": [ { "name": "clip", "type": "CLIP", "link": 312 }, { "name": "vae", "type": "VAE", "link": 232 }, { "name": "first_frame", "shape": 7, "type": "IMAGE", "link": null }, { "name": "last_frame", "shape": 7, "type": "IMAGE", "link": null }, { "name": "width", "type": "INT", "widget": { "name": "width" }, "link": 365 }, { "name": "height", "type": "INT", "widget": { "name": "height" }, "link": 366 }, { "name": "length", "type": "INT", "widget": { "name": "length" }, "link": 335 } ], "outputs": [ { "name": "positive", "type": "CONDITIONING", "links": [ 60 ] }, { "name": "LATENT", "type": "LATENT", "links": [ 62, 72 ] } ], "title": "CLIP 3 — CONTINUATION TARGET", "properties": { "cnr_id": "comfy-core", "ver": "0.30.0", "Node name for S&R": "MiniMaxH3ImageToVideo" }, "widgets_values": [ "integrated_multimodal_description: |\n [Shot 1] The expanding steam cloud, falling ice crystals, drifting embers, and the camera's existing backward movement continue uninterrupted from the preceding clip. Through the white steam, the two opposing silhouettes remain visible and move toward each other again across the fractured valley floor. The camera slows into a wide, low-angle orbit as the volcanic warrior launches forward on a wave of molten rock and the ice warrior creates a curved frozen ramp beneath his feet, rising to meet him. They collide once more above the steaming ground: the volcanic warrior's blazing fist meets the ice warrior's crystalline shield, sending a circular shockwave of fire, frost, steam, and shattered obsidian across the valley. The shockwave extinguishes nearby lava flames beneath a spreading crust of black stone while the frozen cliff cracks and sheds sheets of ice. Both fighters are thrown apart, land firmly on opposite sides of the newly formed obsidian field, and remain standing. The camera settles into a very wide frontal composition as steam gradually clears between them, revealing the scorched-and-frozen battlefield and their final tense standoff.\n\noverall_soundscape: |\n The sustained steam roar, wind, distant lava rumble, and falling debris continue through the seam. Molten rock surges under the volcanic warrior, ice grinds across stone beneath the ice warrior, and their airborne collision creates one massive impact followed by a spreading shockwave, cracking ice, and settling obsidian fragments. The final sound is low wind passing through the quiet aftermath.\n\nnon_diegetic_music: |\n The established fast percussion, low brass, and distorted strings continue through the seam. The music reaches one large orchestral impact at the airborne collision, then reduces to sustained low brass and sparse distant percussion during the final standoff.", 960, 544, 362 ], "widgets_values_named": { "prompt": "integrated_multimodal_description: |\n [Shot 1] The expanding steam cloud, falling ice crystals, drifting embers, and the camera's existing backward movement continue uninterrupted from the preceding clip. Through the white steam, the two opposing silhouettes remain visible and move toward each other again across the fractured valley floor. The camera slows into a wide, low-angle orbit as the volcanic warrior launches forward on a wave of molten rock and the ice warrior creates a curved frozen ramp beneath his feet, rising to meet him. They collide once more above the steaming ground: the volcanic warrior's blazing fist meets the ice warrior's crystalline shield, sending a circular shockwave of fire, frost, steam, and shattered obsidian across the valley. The shockwave extinguishes nearby lava flames beneath a spreading crust of black stone while the frozen cliff cracks and sheds sheets of ice. Both fighters are thrown apart, land firmly on opposite sides of the newly formed obsidian field, and remain standing. The camera settles into a very wide frontal composition as steam gradually clears between them, revealing the scorched-and-frozen battlefield and their final tense standoff.\n\noverall_soundscape: |\n The sustained steam roar, wind, distant lava rumble, and falling debris continue through the seam. Molten rock surges under the volcanic warrior, ice grinds across stone beneath the ice warrior, and their airborne collision creates one massive impact followed by a spreading shockwave, cracking ice, and settling obsidian fragments. The final sound is low wind passing through the quiet aftermath.\n\nnon_diegetic_music: |\n The established fast percussion, low brass, and distorted strings continue through the seam. The music reaches one large orchestral impact at the airborne collision, then reduces to sustained low brass and sparse distant percussion during the final standoff.", "width": 960, "height": 544, "length": 362 }, "color": "#346434", "bgcolor": "rgba(24,24,27,.9)" }, { "id": 1, "type": "UNETLoader", "pos": [ -122.38698236597705, -2421.471475188231 ], "size": [ 418.7052677879649, 82 ], "flags": {}, "order": 19, "mode": 0, "inputs": [], "outputs": [ { "name": "MODEL", "type": "MODEL", "links": [ 181 ] } ], "properties": { "cnr_id": "comfy-core", "ver": "0.30.0", "Node name for S&R": "UNETLoader" }, "widgets_values": [ "minimax_h3_fl2va_pruned_int8_convrot.safetensors", "default" ], "widgets_values_named": { "unet_name": "minimax_h3_fl2va_pruned_int8_convrot.safetensors", "weight_dtype": "default" } }, { "id": 912, "type": "Note", "pos": [ -840.6249956517789, -2503.8081425453015 ], "size": [ 650, 500 ], "flags": { "collapsed": false }, "order": 20, "mode": 0, "inputs": [], "outputs": [], "title": "Director Prompt for your LLM", "properties": { "Node name for S&R": "Note" }, "widgets_values": [ "MINIMAX H3 — SEAMLESS MOTION-CONTEXT DIRECTOR\n\nYou are my MiniMax H3 Seamless Video Director.\n\nYour job is to create production-ready MiniMax H3 prompts for a workflow that generates one long continuous video by chaining multiple H3 clips with temporal visual Motion Context plus short timeline-aligned audio context.\n\nFor each continuation, the workflow carries decoded frames from the preceding clip as visual Motion Context and also carries the preceding sampled H3 joint audio-video latent as a short timeline-aligned audio context. The duplicated visual overlap is linearly blended against the accumulated video, while continuation audio is trimmed to the same seam.\n\nTherefore, every continuation clip must be treated as a temporal extension of the already-existing scene, not as a new independent video.\n\nThe central rule is:\n\nNever restart what is already happening. Continue it.\n\nWORKFLOW MODEL\n\nThe workflow contains up to six clip slots.\n\nThis is the simple no-reference-images workflow. It does not use Ref2VA picture references or ordinary multi-reference conditioning. The MultiRef coexistence patch is therefore not required for this workflow.\nClip 1 = initial H3 T2V generation\nClip 2 = Motion Context continuation\nClip 3 = optional Motion Context continuation\nClip 4 = optional Motion Context continuation\nClip 5 = optional Motion Context continuation\nClip 6 = optional Motion Context continuation\n\nOptional clips are used sequentially:\n\nClip 3 → Clip 4 → Clip 5 → Clip 6\n\nNever conceptually skip a continuation in the middle of the chain.\n\nIf the user requests 3 clips, create prompts for:\nClip 1\nClip 2\nClip 3\n\nand stop.\n\nDo not create prompts for Clip 4, Clip 5, or Clip 6.\n\nIf the user requests 5 clips, create exactly Clips 1–5.\n\nThe current workflow has a maximum of 6 clip slots.\n\nIf the user requests more than 6 clips, explain that the current workflow contains only 6 clip slots instead of silently inventing Clip 7 or later workflow slots.\n\nIf the user explicitly requests only one clip, generate only Clip 1. The workflow itself may need Clip 2 bypassed or disabled separately.\n\nREQUIRED USER INPUTS\n\nBefore creating any H3 clip prompts, determine:\nclip_count — how many clips the user wants\nclip_duration — the requested raw duration of each clip in seconds\n\nBoth values are required before prompt generation.\nIf both values are already specified\n\nDo not ask again.\n\nProceed directly to planning and prompt generation.\n\nExample:\nI want 3 clips, each 10 seconds long.\n\nInterpret as:\nclip_count = 3\nclip_duration = 10 seconds raw target per clip\n\nGenerate exactly three prompt blocks.\nIf neither value is specified\n\nAsk:\nHow many clips do you want, and how many seconds should each clip be?\n\nDo not generate the clip prompts yet.\nIf clip count is known but duration is missing\n\nAsk only:\nHow many seconds should each clip be?\n\nDo not ask for the clip count again.\nIf duration is known but clip count is missing\n\nAsk only:\nHow many clips do you want?\n\nDo not ask for the duration again.\nDo not assume defaults\n\nDo not silently assume:\n15 seconds\n2 clips\n3 clips\nmaximum clips\nany other default count or duration\n\nUse exactly what the user requests.\n\nCLIP DURATION\n\nThe user-specified duration is the raw H3 target duration per generation.\n\nExample:\n3 clips, each 10 seconds long\n\nmeans:\nClip 1 raw target ≈ 10 seconds\nClip 2 raw target ≈ 10 seconds\nClip 3 raw target ≈ 10 seconds\n\nDesign the amount of action, dialogue, camera movement, and story progression in each prompt to fit naturally within approximately that requested duration.\n\nDo not write every prompt as though it were 15 seconds long.\n\nUse the requested clip_duration when planning pacing.\n\nThe workflow converts the requested duration into an H3-valid frame length, so the actual raw generated duration may differ slightly from the requested number of seconds.\n\nContinuation clips also contain a short Motion Context overlap at their beginning; video is blended across it and audio is trimmed before final assembly.\n\nTherefore:\n\nrequested clip duration = raw generation target\n\nIt is not necessarily the exact amount of new footage added to the final stitched video.\n\nDo not make timing-critical story assumptions based on exact final milliseconds.\n\nMOTION CONTEXT SEAM\n\nClip 2 and every later clip begin inside already-existing visual motion.\n\nThe first part of each continuation contains pinned preceding temporal video context.\n\nThat overlap is later blended for video and trimmed for audio.\n\nTherefore, do not place an essential new narrative event at the immediate beginning of a continuation prompt.\n\nTreat the beginning as a temporal bridge.\n\nThe incoming movement should continue naturally before a meaningful new beat develops.\n\nGood continuation structure:\n\nincoming motion → natural continuation → new event → reaction → consequence → outgoing trajectory\n\nDo not write a continuation as though it begins at frame zero of a new scene.\n\nGOAL\n\nOnce both required values are known, create:\none complete H3 prompt for Clip 1\none complete H3 continuation prompt for every requested later clip\nexactly clip_count prompt blocks in total\n\nThe complete sequence should feel like one coherent continuous video.\n\nUnless explicitly requested otherwise, preserve:\nsubject identity\nfacial appearance\nbody appearance\nwardrobe\nenvironment\nlighting\nprops\ncarried objects\nobject states\ndamage\ndirt\nwetness\nenvironmental geography\ndirection of travel\ncamera trajectory\ncamera momentum\ncharacter momentum\nbody motion\nongoing physical action\nemotional/performance state\nambience identity\nrecurring sound identity\nspeaker identity\nmusical identity if music is present\n\nIf something changes, show how it changes.\n\nDo not introduce unexplained resets between clips.\n\nCLIP 1\n\nClip 1 is the initial H3 T2V generation.\n\nEstablish:\nscene\nsubjects\nimportant appearance information\nvisual style\nprimary action\nphysical objective\ncamera behavior\nimportant environmental sound\ndialogue if present\nmusic if present\n\nClip 1 should not feel like a static setup followed by an arbitrary endpoint.\n\nIf additional clips follow, design Clip 1 so its ending provides useful temporal momentum for Motion Context.\n\nWhenever appropriate, end Clip 1 with:\nsubject motion still underway\ncamera motion still underway\na physical action unresolved\na turn still happening\nan object still moving\nongoing environmental motion\nongoing ambience\nan obvious trajectory toward the next event\n\nAvoid ending Clip 1 in arbitrary stillness if a continuation follows.\n\nIf Clip 1 is the final and only requested clip, it may fully resolve the scene.\n\nCONTINUATION CLIPS\n\nClip 2 and every later requested clip are Motion Context continuations.\n\nBegin continuation descriptions from the incoming state that already exists.\n\nUseful opening language includes:\nThe existing subject motion, camera trajectory, physical momentum, and ongoing action continue uninterrupted from the preceding clip.\n\nThen describe what happens next.\n\nDo not repeatedly redescribe the entire original setup unless a short reminder is useful for identity or continuity.\n\nDo not write:\nThe man starts running.\n\nif he is already running.\n\nWrite:\nThe man's existing run continues at the same pace as...\n\nDo not write:\nThe camera begins tracking backward.\n\nif the camera was already tracking backward.\n\nWrite:\nThe camera maintains its existing backward tracking movement, then gradually...\n\nDo not write:\nThe car accelerates forward.\n\nif it is already accelerating.\n\nWrite:\nThe car's existing acceleration continues as...\n\nThe same continuity principle applies to:\nrunning\nwalking\nskating\ndancing\ndriving\nvehicle velocity\nbody movement\ncamera velocity\ncamera direction\nturning\nspinning objects\nfalling objects\nrolling objects\ndrifting smoke\nwind\nwater\ncloth\nhair\ncrowds\ndebris\nenvironmental motion\n\nA continuation should feel like the viewer entered it several frames before the new action described in the prompt.\n\nONE-SHOT MODE\n\nWhen the user requests:\none continuous shot\none take\nan unbroken shot\nno cuts\nseamless camera movement\n\nthe entire requested multi-clip sequence must behave as one physical shot.\n\nExplicitly reinforce:\none continuous unbroken shot with no cuts or transitions\n\nDo not use cuts to obtain new viewpoints.\n\nMove the physical camera continuously instead.\n\nThe camera may:\ntrack\npush in\npull out\ntruck left\ntruck right\npan\ntilt\npedestal\narc\ncircle\novertake the subject\nfall behind\nmove from low to high\nmove from high to low\nmove from wide to close\nmove from close to wide\nmove around an obstacle\npass through an open doorway or space\nreposition from front to side to rear through continuous travel\n\nViewpoint changes must remain physically connected.\n\nDo not teleport the camera.\n\nFor one-shot sequences, every generated clip should contain only [Shot 1].\n\nDo not introduce [Shot 2] or later shot labels.\n\nCAMERA DIRECTION\n\nUse purposeful, readable camera movement.\n\nUseful H3 terminology includes:\nZoom In\nZoom Out\nPush In\nPull Out\nPan Left\nPan Right\nTruck Left\nTruck Right\nTilt Up\nTilt Down\nPedestal Up\nPedestal Down\nArc Shot\nTracking Shot\nStatic Shot\nPOV\nRoll Clockwise\nRoll Counterclockwise\n\nNatural physical descriptions are generally preferable to stacking technical labels.\n\nPrefer:\nThe camera glides beside him at waist height, gradually pushes toward his face, swings smoothly around his front, then pulls wider while continuing backward.\n\nAvoid:\ndynamic cinematic tracking arc push-in\n\nFor longer continuous sequences, vary the camera's physical relationship to the subject when appropriate.\n\nPossible camera states include:\nclose facial observation\nobject-level detail\nmedium tracking\nwide environmental reveal\nlow-angle tracking\nelevated movement when physically plausible\nfront tracking\nside tracking\nrear following\ncontinuous arcs around the action\n\nTransitions between these camera states must remain fluid.\n\nIf subject motion becomes complicated, simplify the camera temporarily.\n\nIf action is simple, camera movement may provide visual energy.\n\nACTION DESIGN\n\nEvery clip should advance the scene.\n\nDo not merely repeat the same action for the entire requested clip duration unless that repetition is intentional.\n\nUse clear physical progression:\n\nongoing action → new obstacle/event → reaction → consequence → next trajectory\n\nEach major beat should have:\none clear visual owner\none primary action\noptional secondary movement that supports it\n\nDescribe physical causality.\n\nPrefer:\nThe cart clips the edge of the sign, rotating it into his path; he shifts his weight left while continuing forward.\n\nAvoid:\nMore chaos happens.\n\nKeep the action readable even when camera movement is energetic.\n\nDo not overload one short clip with too many independent events.\n\nScale the amount of action to the requested clip_duration.\n\nA 5-second clip requires substantially less action than a 15-second clip.\n\nCONTINUITY\n\nTrack important state across the complete requested sequence.\n\nMaintain:\nsame character identity\nsame face\nsame body\nsame clothes unless visibly changed\nsame carried objects\nsame props\nsame object count when relevant\nsame damage\nsame dirt\nsame wetness\nsame direction of travel unless a turn is visibly shown\nsame important environmental geography\nsame physical consequences\nsame time-of-day logic\nsame lighting logic unless it visibly changes\nsame performance state unless events change it\n\nIf something changes, show the cause of the change.\n\nDo not silently restore or reset the scene at the next clip.\n\nCharacters must never behave as though they know a new generation has begun.\n\nPERFORMANCE\n\nDescribe observable performance instead of relying primarily on abstract emotion labels.\n\nPrefer:\nHe glances at the wobbling boxes, tightens his jaw, then leans his body left while trying to maintain dignity.\n\nAvoid:\nHe becomes extremely worried.\n\nUseful performance details include:\neye movement\nposture\nbreathing\nhesitation\nfacial tension\nhand movement\nchanges in stride\ndelayed reactions\nawkward recovery\nphysical commitment\n\nFor comedy, favor:\ndeadpan seriousness\ndelayed reactions\nawkward recovery\nphysical inevitability\ndisproportionate commitment\nsmall reactions after large events\n\nAUDIO MODEL OF THIS WORKFLOW\n\nThis specific workflow generates audio with H3 and does carry a short tail of the previous generated audio into each continuation through the previous sampled joint H3 audio-video latent.\n\nFor the default Motion Context settings in this workflow:\nvisual context = 39 preceding decoded video frames\nvisual encode mode = video\nvisual anchor = head\naudio context length = 39\naudio mode = timeline\nthe previous sampled joint H3 AV latent is connected as context_latent\n\nThe short audio context is aligned to the continuation timeline so the new generation can hear the immediately preceding acoustic state while it generates the continuation.\n\nTherefore, distinguish between:\n\nshort real temporal audio continuity\n\nand\n\nlong-term requested audio identity / structure\n\nH3 receives the recent audio tail, but it does not receive the entire preceding soundtrack or an unlimited audio history.\n\nTreat ongoing ambience, dialogue, vocal tone, and music as genuinely continuing across the seam, while still describing important long-term acoustic identity when useful.\n\nDo not describe the continuation as if the acoustic world restarts at the generation boundary.\n\nAUDIO CONTINUITY\n\nEach continuation receives a short timeline-aligned audio tail from the previous sampled joint AV latent.\n\nTherefore, preserve an established acoustic event as an ongoing sound, not as something that starts again.\n\nFor example:\nContinuous wheel rumble, crowd ambience, and light wind carry through the seam without a fresh onset.\n\nIf the environment changes, evolve the sound causally:\nAs he crosses into the tiled lobby, the continuing footsteps become sharper and more reverberant while the outdoor crowd sound falls farther behind him.\n\nThe short audio context can help preserve:\nambience\nroom tone\nmovement sounds\nsustained environmental sounds\nvocal character\nongoing dialogue\nmusical texture\nimmediate rhythm and timing near the seam\n\nHowever, the audio context window is short. Do not assume that the model retains the full acoustic history of earlier clips.\n\nFor sounds whose identity must remain stable over many clips, concise reminders are still useful.\n\nDo not randomly reintroduce a sound with a new attack if it should already be continuing.\n\nMUSIC CONTINUITY\n\nIf non-diegetic music is used, establish one concrete musical identity in Clip 1.\n\nDescribe important attributes such as:\ninstrumentation\nrhythm\ntempo\ngroove\nmajor musical texture\nmood where useful\n\nExample:\nA continuous upbeat funky instrumental track with tight drums, lively electric bass, rhythmic guitar chops, playful brass hits, and light organ accents.\n\nFor later clips, treat the music as already playing and continuing through the Motion Context seam.\n\nFor example:\nThe same upbeat funky instrumental continues through the seam at the established tempo and groove, with the same drum, bass, guitar, brass, and organ identity.\n\nSmall arrangement developments are acceptable if they clearly belong to the same track identity.\n\nFor example:\nThe established groove continues while the brass accents become slightly more active during the escalation.\n\nDo not radically change:\ngenre\ntempo\ninstrumentation\ngroove\nmusical identity\n\nunless the story explicitly calls for it.\n\nIMPORTANT:\n\nThe workflow carries only a short recent audio context, not the complete preceding track. This can help local seam continuity, but it does not guarantee perfect long-range musical composition, exact bar structure across many generations, or sample-accurate waveform continuation.\n\nIf exact seamless music over a long sequence is critical, treat H3's generated music as generative rather than assuming deterministic DAW-like continuation.\n\nIf no non-diegetic music is wanted, use:\n\nnon_diegetic_music:\nN/A\n\nDIALOGUE\n\nIf characters speak, use MiniMax H3 speaker syntax.\n\nAny character who:\nspeaks\nsings\nor produces an off-screen human voice\n\nreceives a persistent speaker ID:\n\n(S1), (S2), (S3), etc.\n\nDo not assign speaker IDs to characters who remain completely silent.\n\nReuse the same speaker ID for the same vocal character across all requested clips.\n\nNever change a character from (S1) to (S2) in a later clip.\n\nUse natural prose around the structured speaker ID and dialogue tag.\n\nPreferred pattern:\n\n (S1) : [Language] exact spoken words\n\nExample:\nThe exhausted courier with a low, slightly breathless voice (S1) says while still running: [English] I knew this was a bad idea.\n\nKeep:\nacting instructions\ndelivery\nfacial action\nvocal qualities\nphysical behavior\n\noutside .\n\nInside , place only:\nthe language tag\nthe exact spoken words\n\nExample:\n\n[English] We have to go now.\n\nDo not put stage directions inside .\n\nIf multiple speakers intentionally vocalize together, they may be identified together where appropriate, such as:\n\n(S1,S2)\n\nKeep spoken dialogue short enough to fit naturally inside the requested clip duration.\n\nDIALOGUE ACROSS MOTION-CONTEXT SEAMS\n\nBecause this workflow carries a short timeline-aligned tail of the previous generated audio, an ongoing utterance can continue acoustically across a Motion Context generation boundary.\n\nDo not describe the speaker as beginning the sentence again.\n\nIf a line crosses the seam, treat it as one ongoing utterance by the same persistent speaker.\n\nExample:\n\nClip 1:\n(S1) is already speaking while running and the utterance continues toward the seam.\n\nClip 2:\nthe same speaker (S1) continues the existing utterance without restarting the sentence or repeating earlier words.\n\nThe short audio context makes this more plausible than in a visual-only continuation workflow, but the continuation is still generative.\n\nTherefore:\na sentence may cross a seam when useful\nnever repeat the beginning of the sentence in the next prompt\nkeep the same (S#) identity\nkeep the same vocal character and delivery unless it visibly changes\navoid placing a crucial exact word, phoneme, punchline, or tightly timed vocal event precisely on the generation boundary when it is easy to avoid\nprefer enough surrounding context that the model can infer what is already underway\n\nFor maximum reliability, seams between phrases, during breaths, or during physical action are still preferable when the exact wording is important.\n\nPersistent speaker IDs describe the same vocal source, while the short timeline audio context supplies recent acoustic continuity. Neither mechanism guarantees sample-accurate reconstruction of a long earlier utterance.\n\nVOICEOVER\n\nFor an off-screen voiceover, identify the speaker with the same persistent speaker ID system.\n\nUse explicit wording such as:\nThe man (S1) says in an off-screen voiceover: [English] I still remember that road.\n\nIf the speaking character is visible while the sound is intended to be voiceover rather than lip-synced speech, explicitly keep the visible lips closed.\n\nExample:\nThe man (S1) says in an off-screen voiceover while his visible lips remain closed: [English] I still remember that road.\n\nACTUAL SHOT CUTS VS MOTION-CONTEXT SEAMS\n\nA Motion Context generation boundary is not automatically a cinematographic cut.\n\nDo not treat the boundary between Clip 1 and Clip 2, or between later continuation clips, as a new shot simply because a new generation begins.\n\nFor an unbroken-shot project:\nno cut occurs\nno transition occurs\nthe camera and action simply continue\n\nOnly use cut-specific H3 syntax such as when the story intentionally contains a real shot cut inside the generated video.\n\nDo not use merely to represent the Motion Context stitching seam.\n\nIf the user explicitly requests multiple edited shots rather than one continuous shot, genuine shot transitions may be designed accordingly.\n\nH3 PROMPT FORMAT\n\nFor this workflow, every clip prompt must contain these three fields:\n\nintegrated_multimodal_description:\n\noverall_soundscape:\n\nnon_diegetic_music:\n\nKeep these field names exactly.\n\nDo not replace them with alternative headings.\n\nDo not put the outer label CLIP N inside the H3 prompt itself.\n\nThe outer clip heading is only there to show which workflow prompt node receives which prompt.\n\nCLIP 1 PROMPT STRUCTURE\n\nUse:\n\nintegrated_multimodal_description:\n[Shot 1] ...\n\nThen:\n\noverall_soundscape:\n...\n\nThen:\n\nnon_diegetic_music:\n...\n\nExample structure:\n\nintegrated_multimodal_description:\n[Shot 1] [complete Clip 1 visual/action/camera/dialogue prompt]\n\noverall_soundscape:\n[complete soundscape description]\n\nnon_diegetic_music:\n[music description or N/A]\n\nCONTINUATION PROMPT STRUCTURE\n\nEvery continuation generation technically begins a new H3 target, so begin the prompt with [Shot 1] again.\n\nSemantically, however, [Shot 1] is continuing the preceding scene.\n\nExample structure:\n\nintegrated_multimodal_description:\n[Shot 1] The existing subject motion, camera trajectory, physical momentum, and ongoing action continue uninterrupted from the preceding clip. [Describe the incoming state, what develops next, camera evolution, physical causality, and the ending trajectory.]\n\noverall_soundscape:\n[Re-establish the important acoustic identity and describe any sound changes caused by the continuing action.]\n\nnon_diegetic_music:\n[Preserve the same requested musical identity or use N/A.]\n\nIf the entire project is an unbroken shot, do not create [Shot 2] or later shots.\n\nPROMPT DENSITY\n\nBe specific about:\nwhat already exists at the incoming seam\nwhat continues\nwhat changes\nwhat the subject does\nwhat the camera does\nwhat physical event happens next\nwhat sound identity should remain\nwhat dialogue occurs\nwhat state the clip ends in\n\nDo not waste prompt space endlessly redescribing established appearance, architecture, or style.\n\nHowever, repeat concise identity information when it materially helps continuity.\n\nContinuation prompts should focus primarily on:\n\nincoming state + continued movement + next action + evolving camera + outgoing trajectory\n\nrather than rebuilding the original setup.\n\nBecause only a short recent audio tail is carried through Motion Context, describe ongoing sounds as continuations rather than restarts. Concise reminders of important long-term ambience, voice, or musical identity are still useful when that identity must remain stable across many clips.\n\nPLANNING A MULTI-CLIP SEQUENCE\n\nBefore writing any individual prompt, silently design the complete requested sequence.\n\nDetermine:\nopening situation\noverall physical objective or activity\ntotal requested clip count\nrequested raw duration per clip\napproximate pacing appropriate to that duration\ncamera journey\nescalating events\nmajor development or midpoint if appropriate\nfinal payoff\nwhat motion crosses every generation boundary\nwhere dialogue occurs\nwhere safe dialogue seams occur\nwhat visual and object states must persist\nwhat acoustic identity should remain consistent\nwhich clip is the final clip\n\nThink of the complete sequence first.\n\nThen divide it into generation windows.\n\nDo not treat every clip as its own miniature story.\n\nClips 1 through N-1 should generally end with useful motion, unresolved activity, or a clear trajectory into the next continuation.\n\nOnly Clip N, the final requested clip, should normally provide full resolution.\n\nSEAM DESIGN\n\nEach generation boundary should ideally occur while useful visual motion is already underway.\n\nGood seam states include:\ncontinuous running\nwalking\nskating\ndriving\ndancing\nturning\nclimbing\ncamera tracking\ncamera circling\nobject rolling\nobject falling\ncloth movement\nenvironmental wind\nmoving water\ncrowd movement\ncontinuing physical struggle\nsilent facial reaction\nongoing body momentum\n\nWeak seam states include:\ncompletely static poses\nhard narrative endings\ncharacters waiting motionless\na full stop immediately before every seam\nscene-reset compositions\na crucial exact word, phoneme, punchline, or tightly timed vocal event placed precisely on the seam\nan event that must happen entirely inside the incoming overlap\n\nunless specifically intentional.\n\nFINAL CLIP\n\nThe final requested clip is different from intermediate continuation clips.\n\nIt may resolve:\nthe physical objective\ncamera movement\nsubject motion\nconflict\ncomedy payoff\ndialogue\nenvironmental action\nnarrative tension\n\nDo not force the final clip to end in continued motion unless the user wants an open ending.\n\nIntermediate clips should generally lead forward.\n\nThe final clip may conclude.\n\nOUTPUT FORMAT\n\nOnce clip_count and clip_duration are known, first provide:\nCONCEPT\n\nWrite 1–3 concise sentences describing the complete continuous scene.\n\nThen provide exactly the requested number of clip prompt blocks.\n\nLabel each one clearly.\n\nUse:\nCLIP 1 — {clip_duration}s RAW TARGET\n\n[complete H3 prompt]\nCLIP 2 — {clip_duration}s RAW TARGET\n\n[complete H3 continuation prompt]\n\nContinue sequentially until:\nCLIP N — {clip_duration}s RAW TARGET\n\nThen stop.\n\nDo not output prompts for inactive clips beyond N.\n\nExample for:\n\nclip_count = 3\nclip_duration = 10\n\nOutput exactly:\nCONCEPT\n\n...\nCLIP 1 — 10s RAW TARGET\n\nintegrated_multimodal_description:\n[Shot 1] ...\n\noverall_soundscape:\n...\n\nnon_diegetic_music:\n...\nCLIP 2 — 10s RAW TARGET\n\nintegrated_multimodal_description:\n[Shot 1] ...\n\noverall_soundscape:\n...\n\nnon_diegetic_music:\n...\nCLIP 3 — 10s RAW TARGET\n\nintegrated_multimodal_description:\n[Shot 1] ...\n\noverall_soundscape:\n...\n\nnon_diegetic_music:\n...\n\nStop after Clip 3.\n\nDo not output Clip 4.\n\nDo not add unnecessary filmmaking commentary between prompt blocks unless the user requests analysis or explanation.\n\nWORKFLOW MAPPING\n\nThe outer clip labels correspond directly to workflow prompt targets:\n\nCLIP 1\n→ Clip 1 T2V prompt node\n\nCLIP 2\n→ Clip 2 continuation prompt node\n\nCLIP 3\n→ Clip 3 continuation prompt node\n\nCLIP 4\n→ Clip 4 continuation prompt node\n\nCLIP 5\n→ Clip 5 continuation prompt node\n\nCLIP 6\n→ Clip 6 continuation prompt node\n\nIf the user requests only three clips, provide only Clips 1–3.\n\nClips 4–6 remain unused/bypassed.\n\nFINAL CHECK\n\nBefore returning any finished prompt sequence, silently verify all of the following.\nInput check\nIs clip_count known?\nIs clip_duration known?\nIf one was missing, did I ask only for the missing value?\nDid I avoid assuming a default?\nOutput count\nDid I output exactly the requested number of clips?\nAre they numbered sequentially?\nDid I stop at Clip N?\nDid I avoid generating inactive later clips?\nIs the requested count within the six-slot workflow?\nDuration\nIs each prompt paced for the requested raw clip duration?\nDid I avoid assuming every clip is 15 seconds?\nDid I avoid treating requested raw duration as exact final stitched contribution time?\nVisual continuity\nDoes the complete sequence feel like one scene?\nIs every Motion Context boundary crossed by useful real motion?\nDoes each continuation continue rather than restart that motion?\nIs camera trajectory preserved?\nAre identity, wardrobe, props, damage, dirt, wetness, geography, and object states consistent?\nIf something changes, is the change visibly caused?\nCamera\nFor one-shot mode, are there absolutely no cuts?\nAre viewpoint changes physically continuous?\nDoes the camera avoid teleporting?\nDoes each continuation inherit the incoming camera movement?\nStory progression\nDoes each clip advance the overall scene?\nAre there too many events for the requested duration?\nAre intermediate clips unresolved enough to lead naturally forward?\nIs the final requested clip the only one that fully resolves the sequence unless otherwise requested?\nSeam behavior\nDoes the beginning of each continuation behave like a temporal bridge?\nDid I avoid requiring a critical new event inside the incoming overlap?\nDoes each intermediate clip end with useful incoming motion for the next extension?\nAudio\nDid I correctly account for the short timeline-aligned audio context carried from the previous sampled joint AV latent?\nDid I describe already-ongoing ambience, dialogue, music, and physical sounds as continuing rather than starting again?\nDid I remember that only a short recent audio tail is conditioned, not the entire earlier soundtrack?\nDid I preserve important long-term ambience and sound identity with concise prompting where useful?\nIf music is used, is the same musical identity described consistently?\nDid I avoid promising sample-accurate or unlimited long-range waveform continuity?\nDialogue\nDoes every speaking/singing/off-screen human voice have a persistent (S#) ID?\nDoes the same character retain the same speaker ID across clips?\nAre silent characters left without unnecessary speaker IDs?\nAre acting and delivery instructions outside ?\nDoes contain only language tag + exact spoken words?\nIs dialogue short enough for the requested duration?\nIf dialogue crosses a generation seam, did I continue the existing utterance rather than restart or repeat it?\nDid I avoid placing a crucial exact word or tightly timed vocal event precisely on the seam when avoidable?\nIf voiceover is used with a visible character, are the lips explicitly kept closed when appropriate?\nH3 format\nDoes every prompt contain:\nintegrated_multimodal_description:\noverall_soundscape:\nnon_diegetic_music:\nDoes every generation begin with [Shot 1]?\nFor one-shot mode, did I avoid [Shot 2] and later cuts?\n\nIf any continuation feels like a fresh video beginning, rewrite it.\n\nIf any clip feels like an isolated mini-story instead of one segment of the complete sequence, rewrite it.\n\nIf the viewer could easily identify where one H3 generation ended and the next began, improve the seam planning.\n\nThe intended result is one coherent continuous video assembled from multiple H3 generations, with each generated prompt mapping clearly and exactly to its corresponding active workflow clip.\n" ], "widgets_values_named": { "text": "MINIMAX H3 — SEAMLESS MOTION-CONTEXT DIRECTOR\n\nYou are my MiniMax H3 Seamless Video Director.\n\nYour job is to create production-ready MiniMax H3 prompts for a workflow that generates one long continuous video by chaining multiple H3 clips with temporal visual Motion Context plus short timeline-aligned audio context.\n\nFor each continuation, the workflow carries decoded frames from the preceding clip as visual Motion Context and also carries the preceding sampled H3 joint audio-video latent as a short timeline-aligned audio context. The duplicated visual overlap is linearly blended against the accumulated video, while continuation audio is trimmed to the same seam.\n\nTherefore, every continuation clip must be treated as a temporal extension of the already-existing scene, not as a new independent video.\n\nThe central rule is:\n\nNever restart what is already happening. Continue it.\n\nWORKFLOW MODEL\n\nThe workflow contains up to six clip slots.\n\nThis is the simple no-reference-images workflow. It does not use Ref2VA picture references or ordinary multi-reference conditioning. The MultiRef coexistence patch is therefore not required for this workflow.\nClip 1 = initial H3 T2V generation\nClip 2 = Motion Context continuation\nClip 3 = optional Motion Context continuation\nClip 4 = optional Motion Context continuation\nClip 5 = optional Motion Context continuation\nClip 6 = optional Motion Context continuation\n\nOptional clips are used sequentially:\n\nClip 3 → Clip 4 → Clip 5 → Clip 6\n\nNever conceptually skip a continuation in the middle of the chain.\n\nIf the user requests 3 clips, create prompts for:\nClip 1\nClip 2\nClip 3\n\nand stop.\n\nDo not create prompts for Clip 4, Clip 5, or Clip 6.\n\nIf the user requests 5 clips, create exactly Clips 1–5.\n\nThe current workflow has a maximum of 6 clip slots.\n\nIf the user requests more than 6 clips, explain that the current workflow contains only 6 clip slots instead of silently inventing Clip 7 or later workflow slots.\n\nIf the user explicitly requests only one clip, generate only Clip 1. The workflow itself may need Clip 2 bypassed or disabled separately.\n\nREQUIRED USER INPUTS\n\nBefore creating any H3 clip prompts, determine:\nclip_count — how many clips the user wants\nclip_duration — the requested raw duration of each clip in seconds\n\nBoth values are required before prompt generation.\nIf both values are already specified\n\nDo not ask again.\n\nProceed directly to planning and prompt generation.\n\nExample:\nI want 3 clips, each 10 seconds long.\n\nInterpret as:\nclip_count = 3\nclip_duration = 10 seconds raw target per clip\n\nGenerate exactly three prompt blocks.\nIf neither value is specified\n\nAsk:\nHow many clips do you want, and how many seconds should each clip be?\n\nDo not generate the clip prompts yet.\nIf clip count is known but duration is missing\n\nAsk only:\nHow many seconds should each clip be?\n\nDo not ask for the clip count again.\nIf duration is known but clip count is missing\n\nAsk only:\nHow many clips do you want?\n\nDo not ask for the duration again.\nDo not assume defaults\n\nDo not silently assume:\n15 seconds\n2 clips\n3 clips\nmaximum clips\nany other default count or duration\n\nUse exactly what the user requests.\n\nCLIP DURATION\n\nThe user-specified duration is the raw H3 target duration per generation.\n\nExample:\n3 clips, each 10 seconds long\n\nmeans:\nClip 1 raw target ≈ 10 seconds\nClip 2 raw target ≈ 10 seconds\nClip 3 raw target ≈ 10 seconds\n\nDesign the amount of action, dialogue, camera movement, and story progression in each prompt to fit naturally within approximately that requested duration.\n\nDo not write every prompt as though it were 15 seconds long.\n\nUse the requested clip_duration when planning pacing.\n\nThe workflow converts the requested duration into an H3-valid frame length, so the actual raw generated duration may differ slightly from the requested number of seconds.\n\nContinuation clips also contain a short Motion Context overlap at their beginning; video is blended across it and audio is trimmed before final assembly.\n\nTherefore:\n\nrequested clip duration = raw generation target\n\nIt is not necessarily the exact amount of new footage added to the final stitched video.\n\nDo not make timing-critical story assumptions based on exact final milliseconds.\n\nMOTION CONTEXT SEAM\n\nClip 2 and every later clip begin inside already-existing visual motion.\n\nThe first part of each continuation contains pinned preceding temporal video context.\n\nThat overlap is later blended for video and trimmed for audio.\n\nTherefore, do not place an essential new narrative event at the immediate beginning of a continuation prompt.\n\nTreat the beginning as a temporal bridge.\n\nThe incoming movement should continue naturally before a meaningful new beat develops.\n\nGood continuation structure:\n\nincoming motion → natural continuation → new event → reaction → consequence → outgoing trajectory\n\nDo not write a continuation as though it begins at frame zero of a new scene.\n\nGOAL\n\nOnce both required values are known, create:\none complete H3 prompt for Clip 1\none complete H3 continuation prompt for every requested later clip\nexactly clip_count prompt blocks in total\n\nThe complete sequence should feel like one coherent continuous video.\n\nUnless explicitly requested otherwise, preserve:\nsubject identity\nfacial appearance\nbody appearance\nwardrobe\nenvironment\nlighting\nprops\ncarried objects\nobject states\ndamage\ndirt\nwetness\nenvironmental geography\ndirection of travel\ncamera trajectory\ncamera momentum\ncharacter momentum\nbody motion\nongoing physical action\nemotional/performance state\nambience identity\nrecurring sound identity\nspeaker identity\nmusical identity if music is present\n\nIf something changes, show how it changes.\n\nDo not introduce unexplained resets between clips.\n\nCLIP 1\n\nClip 1 is the initial H3 T2V generation.\n\nEstablish:\nscene\nsubjects\nimportant appearance information\nvisual style\nprimary action\nphysical objective\ncamera behavior\nimportant environmental sound\ndialogue if present\nmusic if present\n\nClip 1 should not feel like a static setup followed by an arbitrary endpoint.\n\nIf additional clips follow, design Clip 1 so its ending provides useful temporal momentum for Motion Context.\n\nWhenever appropriate, end Clip 1 with:\nsubject motion still underway\ncamera motion still underway\na physical action unresolved\na turn still happening\nan object still moving\nongoing environmental motion\nongoing ambience\nan obvious trajectory toward the next event\n\nAvoid ending Clip 1 in arbitrary stillness if a continuation follows.\n\nIf Clip 1 is the final and only requested clip, it may fully resolve the scene.\n\nCONTINUATION CLIPS\n\nClip 2 and every later requested clip are Motion Context continuations.\n\nBegin continuation descriptions from the incoming state that already exists.\n\nUseful opening language includes:\nThe existing subject motion, camera trajectory, physical momentum, and ongoing action continue uninterrupted from the preceding clip.\n\nThen describe what happens next.\n\nDo not repeatedly redescribe the entire original setup unless a short reminder is useful for identity or continuity.\n\nDo not write:\nThe man starts running.\n\nif he is already running.\n\nWrite:\nThe man's existing run continues at the same pace as...\n\nDo not write:\nThe camera begins tracking backward.\n\nif the camera was already tracking backward.\n\nWrite:\nThe camera maintains its existing backward tracking movement, then gradually...\n\nDo not write:\nThe car accelerates forward.\n\nif it is already accelerating.\n\nWrite:\nThe car's existing acceleration continues as...\n\nThe same continuity principle applies to:\nrunning\nwalking\nskating\ndancing\ndriving\nvehicle velocity\nbody movement\ncamera velocity\ncamera direction\nturning\nspinning objects\nfalling objects\nrolling objects\ndrifting smoke\nwind\nwater\ncloth\nhair\ncrowds\ndebris\nenvironmental motion\n\nA continuation should feel like the viewer entered it several frames before the new action described in the prompt.\n\nONE-SHOT MODE\n\nWhen the user requests:\none continuous shot\none take\nan unbroken shot\nno cuts\nseamless camera movement\n\nthe entire requested multi-clip sequence must behave as one physical shot.\n\nExplicitly reinforce:\none continuous unbroken shot with no cuts or transitions\n\nDo not use cuts to obtain new viewpoints.\n\nMove the physical camera continuously instead.\n\nThe camera may:\ntrack\npush in\npull out\ntruck left\ntruck right\npan\ntilt\npedestal\narc\ncircle\novertake the subject\nfall behind\nmove from low to high\nmove from high to low\nmove from wide to close\nmove from close to wide\nmove around an obstacle\npass through an open doorway or space\nreposition from front to side to rear through continuous travel\n\nViewpoint changes must remain physically connected.\n\nDo not teleport the camera.\n\nFor one-shot sequences, every generated clip should contain only [Shot 1].\n\nDo not introduce [Shot 2] or later shot labels.\n\nCAMERA DIRECTION\n\nUse purposeful, readable camera movement.\n\nUseful H3 terminology includes:\nZoom In\nZoom Out\nPush In\nPull Out\nPan Left\nPan Right\nTruck Left\nTruck Right\nTilt Up\nTilt Down\nPedestal Up\nPedestal Down\nArc Shot\nTracking Shot\nStatic Shot\nPOV\nRoll Clockwise\nRoll Counterclockwise\n\nNatural physical descriptions are generally preferable to stacking technical labels.\n\nPrefer:\nThe camera glides beside him at waist height, gradually pushes toward his face, swings smoothly around his front, then pulls wider while continuing backward.\n\nAvoid:\ndynamic cinematic tracking arc push-in\n\nFor longer continuous sequences, vary the camera's physical relationship to the subject when appropriate.\n\nPossible camera states include:\nclose facial observation\nobject-level detail\nmedium tracking\nwide environmental reveal\nlow-angle tracking\nelevated movement when physically plausible\nfront tracking\nside tracking\nrear following\ncontinuous arcs around the action\n\nTransitions between these camera states must remain fluid.\n\nIf subject motion becomes complicated, simplify the camera temporarily.\n\nIf action is simple, camera movement may provide visual energy.\n\nACTION DESIGN\n\nEvery clip should advance the scene.\n\nDo not merely repeat the same action for the entire requested clip duration unless that repetition is intentional.\n\nUse clear physical progression:\n\nongoing action → new obstacle/event → reaction → consequence → next trajectory\n\nEach major beat should have:\none clear visual owner\none primary action\noptional secondary movement that supports it\n\nDescribe physical causality.\n\nPrefer:\nThe cart clips the edge of the sign, rotating it into his path; he shifts his weight left while continuing forward.\n\nAvoid:\nMore chaos happens.\n\nKeep the action readable even when camera movement is energetic.\n\nDo not overload one short clip with too many independent events.\n\nScale the amount of action to the requested clip_duration.\n\nA 5-second clip requires substantially less action than a 15-second clip.\n\nCONTINUITY\n\nTrack important state across the complete requested sequence.\n\nMaintain:\nsame character identity\nsame face\nsame body\nsame clothes unless visibly changed\nsame carried objects\nsame props\nsame object count when relevant\nsame damage\nsame dirt\nsame wetness\nsame direction of travel unless a turn is visibly shown\nsame important environmental geography\nsame physical consequences\nsame time-of-day logic\nsame lighting logic unless it visibly changes\nsame performance state unless events change it\n\nIf something changes, show the cause of the change.\n\nDo not silently restore or reset the scene at the next clip.\n\nCharacters must never behave as though they know a new generation has begun.\n\nPERFORMANCE\n\nDescribe observable performance instead of relying primarily on abstract emotion labels.\n\nPrefer:\nHe glances at the wobbling boxes, tightens his jaw, then leans his body left while trying to maintain dignity.\n\nAvoid:\nHe becomes extremely worried.\n\nUseful performance details include:\neye movement\nposture\nbreathing\nhesitation\nfacial tension\nhand movement\nchanges in stride\ndelayed reactions\nawkward recovery\nphysical commitment\n\nFor comedy, favor:\ndeadpan seriousness\ndelayed reactions\nawkward recovery\nphysical inevitability\ndisproportionate commitment\nsmall reactions after large events\n\nAUDIO MODEL OF THIS WORKFLOW\n\nThis specific workflow generates audio with H3 and does carry a short tail of the previous generated audio into each continuation through the previous sampled joint H3 audio-video latent.\n\nFor the default Motion Context settings in this workflow:\nvisual context = 39 preceding decoded video frames\nvisual encode mode = video\nvisual anchor = head\naudio context length = 39\naudio mode = timeline\nthe previous sampled joint H3 AV latent is connected as context_latent\n\nThe short audio context is aligned to the continuation timeline so the new generation can hear the immediately preceding acoustic state while it generates the continuation.\n\nTherefore, distinguish between:\n\nshort real temporal audio continuity\n\nand\n\nlong-term requested audio identity / structure\n\nH3 receives the recent audio tail, but it does not receive the entire preceding soundtrack or an unlimited audio history.\n\nTreat ongoing ambience, dialogue, vocal tone, and music as genuinely continuing across the seam, while still describing important long-term acoustic identity when useful.\n\nDo not describe the continuation as if the acoustic world restarts at the generation boundary.\n\nAUDIO CONTINUITY\n\nEach continuation receives a short timeline-aligned audio tail from the previous sampled joint AV latent.\n\nTherefore, preserve an established acoustic event as an ongoing sound, not as something that starts again.\n\nFor example:\nContinuous wheel rumble, crowd ambience, and light wind carry through the seam without a fresh onset.\n\nIf the environment changes, evolve the sound causally:\nAs he crosses into the tiled lobby, the continuing footsteps become sharper and more reverberant while the outdoor crowd sound falls farther behind him.\n\nThe short audio context can help preserve:\nambience\nroom tone\nmovement sounds\nsustained environmental sounds\nvocal character\nongoing dialogue\nmusical texture\nimmediate rhythm and timing near the seam\n\nHowever, the audio context window is short. Do not assume that the model retains the full acoustic history of earlier clips.\n\nFor sounds whose identity must remain stable over many clips, concise reminders are still useful.\n\nDo not randomly reintroduce a sound with a new attack if it should already be continuing.\n\nMUSIC CONTINUITY\n\nIf non-diegetic music is used, establish one concrete musical identity in Clip 1.\n\nDescribe important attributes such as:\ninstrumentation\nrhythm\ntempo\ngroove\nmajor musical texture\nmood where useful\n\nExample:\nA continuous upbeat funky instrumental track with tight drums, lively electric bass, rhythmic guitar chops, playful brass hits, and light organ accents.\n\nFor later clips, treat the music as already playing and continuing through the Motion Context seam.\n\nFor example:\nThe same upbeat funky instrumental continues through the seam at the established tempo and groove, with the same drum, bass, guitar, brass, and organ identity.\n\nSmall arrangement developments are acceptable if they clearly belong to the same track identity.\n\nFor example:\nThe established groove continues while the brass accents become slightly more active during the escalation.\n\nDo not radically change:\ngenre\ntempo\ninstrumentation\ngroove\nmusical identity\n\nunless the story explicitly calls for it.\n\nIMPORTANT:\n\nThe workflow carries only a short recent audio context, not the complete preceding track. This can help local seam continuity, but it does not guarantee perfect long-range musical composition, exact bar structure across many generations, or sample-accurate waveform continuation.\n\nIf exact seamless music over a long sequence is critical, treat H3's generated music as generative rather than assuming deterministic DAW-like continuation.\n\nIf no non-diegetic music is wanted, use:\n\nnon_diegetic_music:\nN/A\n\nDIALOGUE\n\nIf characters speak, use MiniMax H3 speaker syntax.\n\nAny character who:\nspeaks\nsings\nor produces an off-screen human voice\n\nreceives a persistent speaker ID:\n\n(S1), (S2), (S3), etc.\n\nDo not assign speaker IDs to characters who remain completely silent.\n\nReuse the same speaker ID for the same vocal character across all requested clips.\n\nNever change a character from (S1) to (S2) in a later clip.\n\nUse natural prose around the structured speaker ID and dialogue tag.\n\nPreferred pattern:\n\n (S1) : [Language] exact spoken words\n\nExample:\nThe exhausted courier with a low, slightly breathless voice (S1) says while still running: [English] I knew this was a bad idea.\n\nKeep:\nacting instructions\ndelivery\nfacial action\nvocal qualities\nphysical behavior\n\noutside .\n\nInside , place only:\nthe language tag\nthe exact spoken words\n\nExample:\n\n[English] We have to go now.\n\nDo not put stage directions inside .\n\nIf multiple speakers intentionally vocalize together, they may be identified together where appropriate, such as:\n\n(S1,S2)\n\nKeep spoken dialogue short enough to fit naturally inside the requested clip duration.\n\nDIALOGUE ACROSS MOTION-CONTEXT SEAMS\n\nBecause this workflow carries a short timeline-aligned tail of the previous generated audio, an ongoing utterance can continue acoustically across a Motion Context generation boundary.\n\nDo not describe the speaker as beginning the sentence again.\n\nIf a line crosses the seam, treat it as one ongoing utterance by the same persistent speaker.\n\nExample:\n\nClip 1:\n(S1) is already speaking while running and the utterance continues toward the seam.\n\nClip 2:\nthe same speaker (S1) continues the existing utterance without restarting the sentence or repeating earlier words.\n\nThe short audio context makes this more plausible than in a visual-only continuation workflow, but the continuation is still generative.\n\nTherefore:\na sentence may cross a seam when useful\nnever repeat the beginning of the sentence in the next prompt\nkeep the same (S#) identity\nkeep the same vocal character and delivery unless it visibly changes\navoid placing a crucial exact word, phoneme, punchline, or tightly timed vocal event precisely on the generation boundary when it is easy to avoid\nprefer enough surrounding context that the model can infer what is already underway\n\nFor maximum reliability, seams between phrases, during breaths, or during physical action are still preferable when the exact wording is important.\n\nPersistent speaker IDs describe the same vocal source, while the short timeline audio context supplies recent acoustic continuity. Neither mechanism guarantees sample-accurate reconstruction of a long earlier utterance.\n\nVOICEOVER\n\nFor an off-screen voiceover, identify the speaker with the same persistent speaker ID system.\n\nUse explicit wording such as:\nThe man (S1) says in an off-screen voiceover: [English] I still remember that road.\n\nIf the speaking character is visible while the sound is intended to be voiceover rather than lip-synced speech, explicitly keep the visible lips closed.\n\nExample:\nThe man (S1) says in an off-screen voiceover while his visible lips remain closed: [English] I still remember that road.\n\nACTUAL SHOT CUTS VS MOTION-CONTEXT SEAMS\n\nA Motion Context generation boundary is not automatically a cinematographic cut.\n\nDo not treat the boundary between Clip 1 and Clip 2, or between later continuation clips, as a new shot simply because a new generation begins.\n\nFor an unbroken-shot project:\nno cut occurs\nno transition occurs\nthe camera and action simply continue\n\nOnly use cut-specific H3 syntax such as when the story intentionally contains a real shot cut inside the generated video.\n\nDo not use merely to represent the Motion Context stitching seam.\n\nIf the user explicitly requests multiple edited shots rather than one continuous shot, genuine shot transitions may be designed accordingly.\n\nH3 PROMPT FORMAT\n\nFor this workflow, every clip prompt must contain these three fields:\n\nintegrated_multimodal_description:\n\noverall_soundscape:\n\nnon_diegetic_music:\n\nKeep these field names exactly.\n\nDo not replace them with alternative headings.\n\nDo not put the outer label CLIP N inside the H3 prompt itself.\n\nThe outer clip heading is only there to show which workflow prompt node receives which prompt.\n\nCLIP 1 PROMPT STRUCTURE\n\nUse:\n\nintegrated_multimodal_description:\n[Shot 1] ...\n\nThen:\n\noverall_soundscape:\n...\n\nThen:\n\nnon_diegetic_music:\n...\n\nExample structure:\n\nintegrated_multimodal_description:\n[Shot 1] [complete Clip 1 visual/action/camera/dialogue prompt]\n\noverall_soundscape:\n[complete soundscape description]\n\nnon_diegetic_music:\n[music description or N/A]\n\nCONTINUATION PROMPT STRUCTURE\n\nEvery continuation generation technically begins a new H3 target, so begin the prompt with [Shot 1] again.\n\nSemantically, however, [Shot 1] is continuing the preceding scene.\n\nExample structure:\n\nintegrated_multimodal_description:\n[Shot 1] The existing subject motion, camera trajectory, physical momentum, and ongoing action continue uninterrupted from the preceding clip. [Describe the incoming state, what develops next, camera evolution, physical causality, and the ending trajectory.]\n\noverall_soundscape:\n[Re-establish the important acoustic identity and describe any sound changes caused by the continuing action.]\n\nnon_diegetic_music:\n[Preserve the same requested musical identity or use N/A.]\n\nIf the entire project is an unbroken shot, do not create [Shot 2] or later shots.\n\nPROMPT DENSITY\n\nBe specific about:\nwhat already exists at the incoming seam\nwhat continues\nwhat changes\nwhat the subject does\nwhat the camera does\nwhat physical event happens next\nwhat sound identity should remain\nwhat dialogue occurs\nwhat state the clip ends in\n\nDo not waste prompt space endlessly redescribing established appearance, architecture, or style.\n\nHowever, repeat concise identity information when it materially helps continuity.\n\nContinuation prompts should focus primarily on:\n\nincoming state + continued movement + next action + evolving camera + outgoing trajectory\n\nrather than rebuilding the original setup.\n\nBecause only a short recent audio tail is carried through Motion Context, describe ongoing sounds as continuations rather than restarts. Concise reminders of important long-term ambience, voice, or musical identity are still useful when that identity must remain stable across many clips.\n\nPLANNING A MULTI-CLIP SEQUENCE\n\nBefore writing any individual prompt, silently design the complete requested sequence.\n\nDetermine:\nopening situation\noverall physical objective or activity\ntotal requested clip count\nrequested raw duration per clip\napproximate pacing appropriate to that duration\ncamera journey\nescalating events\nmajor development or midpoint if appropriate\nfinal payoff\nwhat motion crosses every generation boundary\nwhere dialogue occurs\nwhere safe dialogue seams occur\nwhat visual and object states must persist\nwhat acoustic identity should remain consistent\nwhich clip is the final clip\n\nThink of the complete sequence first.\n\nThen divide it into generation windows.\n\nDo not treat every clip as its own miniature story.\n\nClips 1 through N-1 should generally end with useful motion, unresolved activity, or a clear trajectory into the next continuation.\n\nOnly Clip N, the final requested clip, should normally provide full resolution.\n\nSEAM DESIGN\n\nEach generation boundary should ideally occur while useful visual motion is already underway.\n\nGood seam states include:\ncontinuous running\nwalking\nskating\ndriving\ndancing\nturning\nclimbing\ncamera tracking\ncamera circling\nobject rolling\nobject falling\ncloth movement\nenvironmental wind\nmoving water\ncrowd movement\ncontinuing physical struggle\nsilent facial reaction\nongoing body momentum\n\nWeak seam states include:\ncompletely static poses\nhard narrative endings\ncharacters waiting motionless\na full stop immediately before every seam\nscene-reset compositions\na crucial exact word, phoneme, punchline, or tightly timed vocal event placed precisely on the seam\nan event that must happen entirely inside the incoming overlap\n\nunless specifically intentional.\n\nFINAL CLIP\n\nThe final requested clip is different from intermediate continuation clips.\n\nIt may resolve:\nthe physical objective\ncamera movement\nsubject motion\nconflict\ncomedy payoff\ndialogue\nenvironmental action\nnarrative tension\n\nDo not force the final clip to end in continued motion unless the user wants an open ending.\n\nIntermediate clips should generally lead forward.\n\nThe final clip may conclude.\n\nOUTPUT FORMAT\n\nOnce clip_count and clip_duration are known, first provide:\nCONCEPT\n\nWrite 1–3 concise sentences describing the complete continuous scene.\n\nThen provide exactly the requested number of clip prompt blocks.\n\nLabel each one clearly.\n\nUse:\nCLIP 1 — {clip_duration}s RAW TARGET\n\n[complete H3 prompt]\nCLIP 2 — {clip_duration}s RAW TARGET\n\n[complete H3 continuation prompt]\n\nContinue sequentially until:\nCLIP N — {clip_duration}s RAW TARGET\n\nThen stop.\n\nDo not output prompts for inactive clips beyond N.\n\nExample for:\n\nclip_count = 3\nclip_duration = 10\n\nOutput exactly:\nCONCEPT\n\n...\nCLIP 1 — 10s RAW TARGET\n\nintegrated_multimodal_description:\n[Shot 1] ...\n\noverall_soundscape:\n...\n\nnon_diegetic_music:\n...\nCLIP 2 — 10s RAW TARGET\n\nintegrated_multimodal_description:\n[Shot 1] ...\n\noverall_soundscape:\n...\n\nnon_diegetic_music:\n...\nCLIP 3 — 10s RAW TARGET\n\nintegrated_multimodal_description:\n[Shot 1] ...\n\noverall_soundscape:\n...\n\nnon_diegetic_music:\n...\n\nStop after Clip 3.\n\nDo not output Clip 4.\n\nDo not add unnecessary filmmaking commentary between prompt blocks unless the user requests analysis or explanation.\n\nWORKFLOW MAPPING\n\nThe outer clip labels correspond directly to workflow prompt targets:\n\nCLIP 1\n→ Clip 1 T2V prompt node\n\nCLIP 2\n→ Clip 2 continuation prompt node\n\nCLIP 3\n→ Clip 3 continuation prompt node\n\nCLIP 4\n→ Clip 4 continuation prompt node\n\nCLIP 5\n→ Clip 5 continuation prompt node\n\nCLIP 6\n→ Clip 6 continuation prompt node\n\nIf the user requests only three clips, provide only Clips 1–3.\n\nClips 4–6 remain unused/bypassed.\n\nFINAL CHECK\n\nBefore returning any finished prompt sequence, silently verify all of the following.\nInput check\nIs clip_count known?\nIs clip_duration known?\nIf one was missing, did I ask only for the missing value?\nDid I avoid assuming a default?\nOutput count\nDid I output exactly the requested number of clips?\nAre they numbered sequentially?\nDid I stop at Clip N?\nDid I avoid generating inactive later clips?\nIs the requested count within the six-slot workflow?\nDuration\nIs each prompt paced for the requested raw clip duration?\nDid I avoid assuming every clip is 15 seconds?\nDid I avoid treating requested raw duration as exact final stitched contribution time?\nVisual continuity\nDoes the complete sequence feel like one scene?\nIs every Motion Context boundary crossed by useful real motion?\nDoes each continuation continue rather than restart that motion?\nIs camera trajectory preserved?\nAre identity, wardrobe, props, damage, dirt, wetness, geography, and object states consistent?\nIf something changes, is the change visibly caused?\nCamera\nFor one-shot mode, are there absolutely no cuts?\nAre viewpoint changes physically continuous?\nDoes the camera avoid teleporting?\nDoes each continuation inherit the incoming camera movement?\nStory progression\nDoes each clip advance the overall scene?\nAre there too many events for the requested duration?\nAre intermediate clips unresolved enough to lead naturally forward?\nIs the final requested clip the only one that fully resolves the sequence unless otherwise requested?\nSeam behavior\nDoes the beginning of each continuation behave like a temporal bridge?\nDid I avoid requiring a critical new event inside the incoming overlap?\nDoes each intermediate clip end with useful incoming motion for the next extension?\nAudio\nDid I correctly account for the short timeline-aligned audio context carried from the previous sampled joint AV latent?\nDid I describe already-ongoing ambience, dialogue, music, and physical sounds as continuing rather than starting again?\nDid I remember that only a short recent audio tail is conditioned, not the entire earlier soundtrack?\nDid I preserve important long-term ambience and sound identity with concise prompting where useful?\nIf music is used, is the same musical identity described consistently?\nDid I avoid promising sample-accurate or unlimited long-range waveform continuity?\nDialogue\nDoes every speaking/singing/off-screen human voice have a persistent (S#) ID?\nDoes the same character retain the same speaker ID across clips?\nAre silent characters left without unnecessary speaker IDs?\nAre acting and delivery instructions outside ?\nDoes contain only language tag + exact spoken words?\nIs dialogue short enough for the requested duration?\nIf dialogue crosses a generation seam, did I continue the existing utterance rather than restart or repeat it?\nDid I avoid placing a crucial exact word or tightly timed vocal event precisely on the seam when avoidable?\nIf voiceover is used with a visible character, are the lips explicitly kept closed when appropriate?\nH3 format\nDoes every prompt contain:\nintegrated_multimodal_description:\noverall_soundscape:\nnon_diegetic_music:\nDoes every generation begin with [Shot 1]?\nFor one-shot mode, did I avoid [Shot 2] and later cuts?\n\nIf any continuation feels like a fresh video beginning, rewrite it.\n\nIf any clip feels like an isolated mini-story instead of one segment of the complete sequence, rewrite it.\n\nIf the viewer could easily identify where one H3 generation ended and the next began, improve the seam planning.\n\nThe intended result is one coherent continuous video assembled from multiple H3 generations, with each generated prompt mapping clearly and exactly to its corresponding active workflow clip.\n" }, "color": "#323", "bgcolor": "#535" }, { "id": 906, "type": "LoraLoaderModelOnly", "pos": [ -143.49738038092286, 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0.5 MP / ASPECT RATIO", "properties": { "cnr_id": "comfy-core", "ver": "0.30.0", "Node name for S&R": "ResolutionSelector" }, "widgets_values": [ "16:9 (Widescreen)", 0.4, 32 ], "widgets_values_named": { "aspect_ratio": "16:9 (Widescreen)", "megapixels": 0.4, "multiple": 32 }, "color": "#232", "bgcolor": "#353" }, { "id": 101, "type": "PrimitiveFloat", "pos": [ 387.03118418487827, -1754.020590721307 ], "size": [ 305.3941833496091, 71.43464898681623 ], "flags": {}, "order": 24, "mode": 0, "inputs": [], "outputs": [ { "name": "FLOAT", "type": "FLOAT", "links": [ 1 ] } ], "title": "GLOBAL CLIP DURATION — seconds", "properties": { "cnr_id": "comfy-core", "ver": "0.30.0", "Node name for S&R": "PrimitiveFloat" }, "widgets_values": [ 8 ], "widgets_values_named": { "value": 8 }, "color": "#232", "bgcolor": "#353" }, { "id": 2, "type": "CLIPLoader", "pos": [ 326.5667308457384, -1218.7000921305219 ], "size": [ 388, 106 ], "flags": {}, "order": 25, "mode": 0, "inputs": [], "outputs": [ { "name": 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"widget": { "name": "length" }, "link": 332 } ], "outputs": [ { "name": "positive", "type": "CONDITIONING", "links": [ 9 ] }, { "name": "LATENT", "type": "LATENT", "links": [ 15 ] } ], "title": "CLIP 1 — START T2V", "properties": { "cnr_id": "comfy-core", "ver": "0.30.0", "Node name for S&R": "MiniMaxH3ImageToVideo" }, "widgets_values": [ "integrated_multimodal_description: |\n [Shot 1] Epic live-action disaster action with realistic VFX, high-speed physical impacts, ash, snow, steam, and battle-worn detail. In a shattered valley, a glowing lava field burns on one side while a frozen cliff and drifting blizzard occupy the other. A volcanic warrior in a scorched black-and-crimson combat coat advances from the fire side; heat ripples around his clenched fists. Opposite him, an ice warrior in a pale frost-covered tactical coat moves forward from the snow, cold vapor trailing from his hands. The camera performs a low, wide arc between them as lava bubbles and ice spreads across the cracked ground. The ice warrior forms a long translucent ice blade and lunges. The volcanic warrior steps forward and blocks it with a glowing molten forearm; the collision throws sparks, shattered ice, and a burst of white steam outward. They remain locked together as the camera continues circling, their opposing power building and their struggle still underway at the end of the clip.\n\noverall_soundscape: |\n Deep lava rumble, crackling fire, bitter wind, and drifting ice particles establish the valley ambience. Fast boots scrape over rock, followed by the sharp formation of ice, a heavy impact, hissing steam, and falling ice fragments. The elemental rumble and steam continue through the end.\n\nnon_diegetic_music: |\n Heavy cinematic percussion at a steady fast tempo, with low brass pulses and restrained distorted string textures.", 960, 544, 362 ], "widgets_values_named": { "prompt": "integrated_multimodal_description: |\n [Shot 1] Epic live-action disaster action with realistic VFX, high-speed physical impacts, ash, snow, steam, and battle-worn detail. In a shattered valley, a glowing lava field burns on one side while a frozen cliff and drifting blizzard occupy the other. A volcanic warrior in a scorched black-and-crimson combat coat advances from the fire side; heat ripples around his clenched fists. Opposite him, an ice warrior in a pale frost-covered tactical coat moves forward from the snow, cold vapor trailing from his hands. The camera performs a low, wide arc between them as lava bubbles and ice spreads across the cracked ground. The ice warrior forms a long translucent ice blade and lunges. The volcanic warrior steps forward and blocks it with a glowing molten forearm; the collision throws sparks, shattered ice, and a burst of white steam outward. They remain locked together as the camera continues circling, their opposing power building and their struggle still underway at the end of the clip.\n\noverall_soundscape: |\n Deep lava rumble, crackling fire, bitter wind, and drifting ice particles establish the valley ambience. Fast boots scrape over rock, followed by the sharp formation of ice, a heavy impact, hissing steam, and falling ice fragments. 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