Vfx Prompt Designer

SKILL内容创作
内容创作 未标注权限 许可证不明确

特效/VFX部门 skill,负责特效来源、材质、受力、路径、接触、环境反应、光学响应和消散。Use when the user explicitly asks for 特效.skill, VFX, CG特效, 粒子/烟火/水/电/破碎/全息/变形/布料特效, or VFX-only repair. In a film-prompt-producer workflow, return VFX patches only and preserve story, action, camera, lighting design, style route, sound, and timing.

一句话选型结论

按资料字段整理

Vfx Prompt Designer是内容创作类的 Agent Skill,安装方式:GitHub 仓库,权限级别未标注,许可证不明确,没有现成安装命令,需按说明手动放置 SKILL.md。技能本质是给模型读的说明书,效果取决于模型与客户端;装完先用一个小任务验证,再放进正式流程。

分类内容创作 安装方式GitHub 仓库 权限级别未标注权限 许可证许可证不明确
累计安装 未标注 本周 未标注
GitHub 星标 未标注 仓库 wuxin-film-skill
下载量 未标注 技能市场下载数
权限级别 未标注权限 安装前请确认风险范围
许可证 许可证不明确 未说明

安装

GitHub 仓库
在支持 Skills 的客户端里执行,装完问一句「你有哪些技能」验证
  1. 1
    确认客户端支持

    确认你的客户端支持 Skills(Claude、Codex、Cursor 等),并升级到较新的版本。

  2. 2
    拿到技能文件

    按安装说明或仓库 README,把 SKILL.md 放到客户端的 skills 目录(一般一个技能一个文件夹)。

  3. 3
    刷新技能列表

    重新打开客户端,或刷新技能列表,让新放进来的技能被加载。

  4. 4
    验证是否生效

    问一句「你有哪些技能」,确认列表里出现它,再拿一个小任务试跑。

技能档案

内容创作
字段来自技能仓库与公开索引,中文说明由本站标注
作者 / 维护方yunwuxin-666仓库 wuxin-film-skill · 版本 未标注
宿主客户端未标注技能可被这些客户端加载
安装方式GitHub 仓库安装包 yunwuxin-666/wuxin-film-skill
权限级别未标注权限安装前请确认风险范围
许可证未说明许可证不明确,商用前请自行确认条款
仓库可用性available技能仓库当前是否可访问
最近核验未标注上游最后核验时间 · 数据更新 2026-08-26
正文体量13.9 KBSKILL.md 原文大小,越大说明说明书写得越细

典型使用场景

3 类
按分类整理的常见用法,具体以 SKILL.md 为准
写文章与脚本

按主题产出初稿与分镜脚本。

改稿与润色

把草稿改顺、统一语气。

多平台文案改写

同一内容按平台改成长短不同的版本。

选择建议

装之前先看这几条
按条目字段给出的判断,不替你决定用不用

值得选的地方

  • 基础信息齐全,可以先按说明装一个试试。

先想清楚的地方

  • 没有标注权限级别,实际能做什么要装好后确认。
  • 许可证不明确,商用或二次分发前先到仓库确认条款。
  • 没有现成安装命令,要按安装说明或仓库 README 手动放置。
  • 没有做站内核验,内容以作者仓库为准。
  • 技能只是说明书,实际效果取决于模型与客户端,装完先用小任务试一遍。

更适合

  • 需要在内容创作场景里给模型补一套做法的人。
  • 愿意先读一遍 SKILL.md、确认它会让模型做什么的人。

不太适合

  • 对许可证要求很严、必须明确可商用的人。
  • 只想装完就自动变强、不打算看说明书的人。

同类对比

6 个同类
同分类里挑最接近的几条,字段以各自详情页为准
技能权限级别安装方式累计安装宿主客户端安装命令
Vfx Prompt Designer当前 未标注权限 GitHub 仓库 未标注 未标注 无
AI 视频生成 调用外部服务 GitHub 仓库 431.3 万 Codex、Claude、Cursor 有
视频帧 联网访问 ClawHub 市场 262.1 万 OpenClaw 有
Markdown 转换器 写入文件 ClawHub 市场 135.3 万 OpenClaw 有
哔哩哔哩全合一 接触敏感数据 ClawHub 市场 64.1 万 OpenClaw 有
Remotion video toolkit 命令行 浏览器控制 ClawHub 市场 63.9 万 OpenClaw 有

SKILL.md 全文

13.9 KB
模型实际读到的说明书原文,来自技能仓库

特效.skill

Routed Mode

When FilmSpec, ConceptSpec, or a producer handoff is present:

  • Change only vfx_patch.
  • Key every patch by shot ID.
  • Define source, material, force, direction, target, contact, environmental reaction, optical response, and settle point.
  • Use the locked camera, lighting, style, action, and duration as inputs.
  • Report a physics or contact contradiction instead of rewriting upstream fields.
  • Do not emit a new full generation prompt.

For a static ConceptSpec, change only vfx_design: source, mechanism, material, shape language, force/direction, depicted phase, contact/reaction, optical response, hierarchy, and containment. Key by effect or concept ID. A still image shows one primary phase; use a phase sheet only when requested. Preserve locked character, environment, camera, lighting, palette, and style.

Use complete VFX prompt packages only in explicit standalone mode.

Objective

Turn a user's script, concept, storyboard, shot list, or rough visual idea into Chinese VFX prompts suitable for cinematic video generation, CG animation, and advertising previsualization. Prioritize material truth, interaction detail, force logic, product readability, and scene plausibility.

Always output the final prompts in Chinese unless the user explicitly asks for English or bilingual prompts.

Core Workflow

  1. Identify the content form:
    - Script: extract VFX-relevant beats and turn them into shot-level prompts.
    - Storyboard/shot list: preserve shot order and enrich each shot.
    - Single concept: propose 3-6 effect directions before writing prompts.
    - Product ad: tie effects to product selling points and brand texture.
    - CG animation: include simulation, shader, lighting, camera, and render details.
    - Existing prompt: preserve the user's intent and improve only the VFX specificity, material logic, interaction, and cinematic plausibility.

  2. Diagnose the effect logic for each shot:
    - Source: where the effect comes from.
    - Material: what it is made of and how it behaves.
    - Force: what drives it, such as wind, impact, gravity, pressure, heat, electricity, magnetic field, fluid viscosity, or character motion.
    - Contact: how it touches skin, fabric, metal, glass, ground, air, water, UI, or product packaging.
    - Light: how it emits, absorbs, reflects, refracts, scatters, or blocks light.
    - Scene reason: why this effect belongs in this setting and does not feel pasted on.

  3. For game combat, skill tests, ultimates, and fixed-camera gameplay showcases, establish a preflight contract before writing effects. Read references/game-vfx-production-workflow.md and lock:
    - delivery mode: complete copy-ready prompt, compact prompt, patch, beat map, or technical breakdown;
    - camera mode: gameplay top-down, isometric, side view, third-person, cinematic, or asset-test camera;
    - blocking: source position, target position, attack axis, landing point, and stable environment anchors;
    - action continuity: attack count, order, timing, body-force chain, weapon path, target reaction, and inherited end state;
    - effect anchors: source anchor, travel/path anchor, contact anchor, ground anchor, follow behavior, lock behavior, and release behavior;
    - palette contract: core, body, mid-layer, edge, impact, particle, ground, residue, and forbidden colors;
    - reference roles: state what each image or video controls and what visible attributes must be ignored;
    - intensity ladder: assign relative screen coverage and visual weight to setup, light hits, heavy hits, and finishers.

Do not begin a game-combat prompt while any spatial anchor, attack direction, reference role, or palette relationship remains ambiguous enough to change the result. Infer only when the available context supports one dominant interpretation; otherwise report the ambiguity or ask one sharp question.

  1. Map VFX to action beats before writing. Do this for every genre and input type, not only action scenes.
    - Approach / build-up: add pre-contact signs such as air pressure, fluid tension, condensation, particles gathering, fabric reacting, UI priming, reflected light, or surface vibration.
    - Contact / trigger: add the exact interaction point such as foot-to-ground, tire-to-water, product-to-liquid, sword-to-sword, hand-to-hologram, bottle-to-ice, or ingredient-to-heat.
    - Impact / peak: add the strongest visible effect such as splash, sparks, fracture, smoke burst, powder bloom, UI response, light pulse, or material transition.
    - Release / follow-through: add trails, droplets, debris arc, cloth delay, hair delay, lingering glow, dissipating vapor, or secondary particle motion.
    - Settle / cut point: add falling particles, fading smoke, water trails, residual reflections, final condensation, product reveal, or readable pause.
    - Skip any beat that is not visible or not useful. Do not force every beat into every shot.

  2. Preserve locked shot language when the user provides camera packets, shot descriptions, blocking, timing, composition, lens, frame rate, shutter, aperture, aspect ratio, camera height, distance, support system, camera movement, focus, cut point, lighting, art direction, or "keep original action" instructions.
    - Do not rewrite, merge, simplify, reinterpret, or "improve" those fields unless the user explicitly asks for a rewrite.
    - Keep original camera parameters intact when producing copyable prompts.
    - Do not dump VFX as a loose keyword paragraph after the shot.
    - Embed VFX into the action beats: approach, contact, impact, release, follow-through, settle, and cut point.
    - If rewriting the action sentence for prompt use, preserve the original action intent and sequence while adding only physically motivated VFX behavior at the exact visible moments.
    - If a compact output is requested, still preserve all original camera parameters verbatim and compress only the VFX wording.

  3. For every game-combat action beat, integrate action and picture design instead of writing them as separate layers. Define the visible action, frame composition, primary effect shape, contact/impact stack, particle depth, environment response, and inherited residue in one beat. Treat every important contact frame as a designed gameplay keyframe: source, target, direction, range, and hit point must remain readable when paused.

  4. Select effect families. For broad or multi-scene tasks, read references/vfx-effect-library.md and pick only the relevant families.
    - For stylized combat, xianxia/wuxia magic, game ultimates, anime-style spell circles, or large-scale supernatural fights, also read references/game-combat-vfx-continuity.md. Use it for timing, anchoring, layered spell geometry, and effect continuity. Do not apply it to unrelated realistic/product scenes.
    - For fixed-camera gameplay VFX, reference-heavy combat prompts, target-centered fields, layered impacts, or iterative prompt repair, also read references/game-vfx-production-workflow.md.

  5. Write prompts at shot level. Avoid generic "cool special effects"; describe visible behavior frame by frame.

  6. Add negative prompts or failure checks when the shot is likely to become fake, chaotic, or visually unclear.

  7. When revising an existing VFX/video prompt, perform a post-edit self-check against the selected relevant rules before finalizing. Confirm that the revised prompt still preserves the user's locked camera/blocking/timing, that each added effect has a source, trigger, force direction, contact point, environment reaction, and cut/result state. Revalidate anchors, palette compatibility, reference roles, and the intensity ladder after every material revision.
    - Preserve every previously accepted field unless the user's feedback changes it.
    - Treat feedback as a staged capability upgrade, not as permission to discard the working design.
    - When the user asks for a complete, directly copyable, or no-manual-replacement deliverable, recompile and return the entire prompt after every revision. Do not return append-only patches, replacement fragments, or instructions that require manual assembly.
    - If the revision reveals a reusable failure pattern, add it to the relevant reference or checklist; if it is only a specific scene note, keep it in the project file and do not pollute the general skill.

Scope Guard

Do not let examples, tests, or the current conversation's scene style contaminate the skill. Infer the effect language from the user's current material only.

  • Do not default to rain, bamboo, swords, cold blue light, martial arts, explosions, cars, holograms, or any prior example unless the user provides or requests that world.
  • Do not reuse a previous test shot as a template for unrelated scenes.
  • Do not overfit to one genre. The same workflow must support product ads, food shots, fashion, beauty, cars, technology, education, music videos, fantasy, realistic drama, and CG animation.
  • Treat references as a menu, not a required checklist. Select the smallest set of effect families that serve the shot.
  • When the user's material is already detailed, preserve its structure and only integrate VFX at appropriate visible action points.
  • When the user's material is vague, propose options by scenario and ask at most one sharp clarifying question only if needed.

Output Format

For one-off requests, use this compact structure:

## 特效方向
一句话说明这个特效为什么适合当前场景/产品。

## 镜头提示词
中文提示词,包含主体、场景、特效来源、材质、运动、交互、光照、镜头、质感。

## 负面提示词
避免漂浮贴图、无来源特效、材质错误、遮挡主体、过度发光等问题。

For scripts or storyboards, use a shot table:

| 镜号 | 场景/动作 | 特效类型 | 合理性 | 中文提示词 | 负面提示词 |
|---|---|---|---|---|---|

For existing storyboards with detailed camera packets, use this preservation format:

Shot X|原文镜头信息
[Preserve the user's original Camera packet verbatim.]

动作内嵌特效版:
[Rewrite only the action/visual description by threading VFX into precise action beats. Keep timing, blocking, camera, lens, movement, focus, and cut point unchanged.]

For highly controlled storyboards, prefer a beat map before final copy:

| 时间/动作点 | 原动作 | 适合嵌入的特效 | 为什么在这里加 |
|---|---|---|---|

Then output a copyable version that keeps the original camera packet and replaces only the visual/action paragraph with an integrated VFX paragraph.

For concepts or scripts without camera packets, create a shot-ready integrated prompt instead of inventing locked camera parameters unless the user asks for them.

When the user asks for detailed design, add:

## 特效拆解
- 材质:
- 受力:
- 交互:
- 光照:
- 镜头:
- 合成/渲染注意:

Prompt Formula

Build each Chinese prompt in this order:

影视/广告类型 + 主体 + 场景 + 特效来源 + 材质质感 + 运动方式 + 与环境/角色/产品的交互 + 光照和反射/折射/散射 + 镜头语言 + 画面风格 + 物理合理性

Example:

高端新能源车广告,雨夜城市街道,一辆银色概念车从湿润路面缓慢驶来,蓝白色电能脉冲从充电接口沿车身金属缝隙和轮毂边缘流动,电光只在金属接触点和湿润水膜附近产生细小火花,雨滴被电场轻微扰动,车漆表面反射霓虹和电弧冷光,地面积水出现清晰倒影,空气中有薄雾和体积光,低机位推镜,电影级 CG 广告质感,电流、雨水、金属和城市环境的交互真实可信。

Quality Rules

  • Keep product or character readable. Effects may frame, reveal, or amplify the subject, but must not bury it.
  • Avoid free-floating effects. Fire needs fuel, smoke needs source, water needs container or impact, electricity needs conductive path, holograms need projection surface or device logic.
  • Match material behavior. Water is light and transparent; serum is viscous; honey stretches; metal reflects sharply; glass refracts; fabric folds; dust stays near ground before diffusing.
  • Include contact evidence. Add wet trails, scorch marks, displaced dust, reflected firelight, refracted shards, fabric wrinkles, condensation, scratches, or UI glow on fingers when appropriate.
  • Use light as proof. Fire illuminates nearby surfaces; fog reveals beams; water catches rim light; glass splits highlights; particles cast tiny shadows or glow only when justified.
  • Control visual hierarchy. Main effect first, secondary particles second, atmosphere last.
  • Prefer one strong effect system per shot. Combine effects only when the physics and visual purpose are clear.
  • For advertising, connect the effect to a selling point: speed, coldness, freshness, precision, power, softness, natural origin, intelligence, luxury, safety, or transformation.

Common Failure Checks

Before finalizing, check:

  • Does the effect have a source?
  • Does its force direction match the action?
  • Does the material behave correctly?
  • Does the scene react to the effect?
  • Does lighting change because of the effect?
  • Is the effect plausible for this environment?
  • Does it serve the shot instead of becoming decorative noise?
  • After revision, did the new VFX wording remain connected to the original action/camera continuity, or did it create a decorative macro shot, random cutaway, or unsupported spectacle beat?

Reference

Use references/vfx-effect-library.md when the request needs many effect types, a genre-specific library, or more detailed material/interaction ideas.

常见问题

5 问
答案由本站依据条目字段整理
Vfx Prompt Designer怎么安装?

没有现成安装命令:按安装说明或仓库 README,把 SKILL.md 放进客户端的 skills 目录(一般一个技能一个文件夹)。

Vfx Prompt Designer支持哪些客户端?

资料没有标注宿主客户端,但只要客户端支持 Skills(Claude、Codex、Cursor 等),一般都能加载。

Vfx Prompt Designer权限高吗,安全吗?

权限级别为未标注权限。安装前先看它会读取或写入哪些内容。

Vfx Prompt Designer收费吗?

本站不代收费用,也没有标注具体价格。是否收费取决于技能本身和所用的模型或客户端,正式使用前按作者说明确认。

Vfx Prompt Designer用什么许可证?

许可证标注为 未说明(许可证不明确)。商用或二次分发前请到仓库确认条款原文。

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技能内容以作者仓库为准;分类、权限级别与许可证状态的中文说明为中文整理,最近核验 未标注。