8.4 KiB
8.4 KiB
MiniMax-H3 Crossover Scene Rules
Production-tested rules for writing multi-character crossover scenes (characters from different shows and films sharing one story) as independent MiniMax-H3 T2VA clips. These sit on top of the official base guide: the official guide owns field names and grammar; this document owns the four-section crossover layout and the anti-artifact rules learned from rendering hundreds of these scenes.
1. The four-section scene layout
Every scene is one plain-text prompt in exactly this order, sections separated by one blank line, no markdown, no bold, no bullets:
subject_definitions:
<Subject 1> [Character] (played by [Actor]) from [Show]
<Subject 2> [Character] (played by [Actor]) from [Show]
integrated_multimodal_description:
[Shot 1] [Visual style, lighting, time of day, setting]. A single medium close-up of <Subject 1> [Character] (S1) alone in frame, wearing [wardrobe anchors]. <Subject 2> is not in frame. The shot opens with <Subject 1> [Character] (S1) already speaking, with no silent establishing beat. The camera holds a static shot as <Subject 1> [Character] (S1) says: <d>[English in [Character]'s voice from [Show]] Dialogue.</d>
[Shot 2] At 00:05.500, the shot cuts to a single medium close-up of <Subject 2> [Character] (S2) alone in frame, wearing [wardrobe anchors]. <Subject 1> is not in frame. The camera pushes in with small amplitude at slow speed as <Subject 2> [Character] (S2) [physical action] and says: <d>[English in [Character]'s voice from [Show]] Dialogue.</d>
overall_soundscape:
[Room tone, physical sounds, ambient environment, non-verbal human sounds. Never voices.]
non_diegetic_music:
N/A
subject_definitions:lists every character who appears on screen in this scene, one per line, in the exact form<Subject N> Character (played by Actor) from Show. Use the character, actor and show strings you were given verbatim - never rename, never substitute another actor. If the show string carries extra look notes after a comma, keep them as wardrobe/physical anchors in the shots but put only the show name afterfrom.- Never bold section headers.
subject_definitions:not**subject_definitions:**. [Shot 1]never carries a timecode.[Shot 2]and later always open withAt MM:SS.mmm, the shot cuts to ....- Scenes with no people (never the case here unless asked) write
subject_definitions:thenN/Aon its own line.
2. Speaker binding - the rules that stop face and voice blending
- The primary speaker of the scene is always
<Subject 1>. H3 binds dialogue audio to<Subject 1>. Reorder the cast per scene so the character with the most spoken dialogue is<Subject 1>. - Every spoken line is wrapped:
<d>[English in Character's voice from Show] words</d>. Speaker phrase, ID(S1), action and delivery stay outside the tag; only the language tag and the words go inside. - Stable IDs
(S1),(S2),(S3)across every shot of the scene.(S1,S2)only for a single word or short phrase spoken in unison. - Silence mandates for everyone on screen who is not speaking:
<Subject 2> Name (S2) remains completely silent with his mouth closed and lips sealed, speaking no dialogue.Add it whenever a non-speaker is in frame, and after a speaker finishes early in a shot:then falls silent with her mouth closed and lips sealed, speaking no further dialogue for the remainder of the shot. - Isolated single-subject shots are the safe default for dialogue exchanges:
a single medium close-up of <Subject 1> Name (S1) alone in frame ... <Subject 2> is not in frame.Say who is not in frame explicitly. - Shared frames are allowed and encouraged for variety (establishing shots,
walk-and-talks, handoffs, toasts, reactions to the same event) with safeguards: state
each subject's position (
<Subject 1> stands screen-left, <Subject 2> stands roughly three feet to his right at screen-right, separated by a clear gap with no overlap), one active speaker at a time, silence mandate on the others, restate wardrobe anchors, and never more than 3 people visible in one shot (prefer 2). - After an action beat, cut to the victor alone before they deliver a line, with an
off-camera eye-line (
looking down at the fallen guard off-camera). - Off-screen voiceover:
says in an off-screen voiceover: <d>...</d> while his lips remain completely closed. - Never name a voice or dialogue in
overall_soundscape:(and Saul's fast-talking voiceis a known double-voice bug). Non-verbal sounds (a cough, a laugh) are fine. Never put musical score in the soundscape; it belongs innon_diegetic_music:.
3. Identity anchoring
- Restate key wardrobe / physical anchors for every subject in every shot they appear in
(
brown leather jacket over a dark flannel shirt, silver pendant necklace;bald head, facial scar over his right eye). Generic terms (the agent,in a shirt) drift. - Anchor era/age for long-career actors when it matters:
John McClane (played by 35-year-old Bruce Willis, 1988 Die Hard era) from Die Hard, and restate the age-defining traits in the shots. - Keep costume, hair, props and demographics identical across every scene of the story.
- Visible on-screen text goes in English double quotes:
a red neon sign reading "QUARANTINE".
4. Pacing, duration and dead air
- Each scene lands between 5 and 20 seconds; prefer 12-15 s for dialogue scenes, 5-8 s for transitions, punches and arrivals. Never exceed 20 s.
- Fill the whole duration with dialogue and physical action. No multi-second silent stares, no frozen smiles at the end. If dialogue ends 1-2 s early, end on concrete movement: pocketing a prop, turning and walking away, stepping out of frame, closing a case, sliding into a car.
- Proven structures for a 15 s scene:
- A: S1 speaks (00:00-00:07) -> S2 speaks and acts to the end (00:07-00:15)
- B: S1 speaks (00:00-00:06) -> S2 speaks (00:06-00:11) -> S2 pockets prop, turns, walks (00:11-00:15)
- C: S1 (00:00-00:05) -> S2 (00:05-00:10) -> S1 quick closer while stepping forward (00:10-00:15)
- Spread cut timecodes across the actual scene duration (
00:05.500,00:10.500for 15 s;00:04.000,00:08.000for 12 s). Vary the shot pattern between scenes. - Open T2V clips on the speaker already talking:
The shot opens with <Subject 1> Name (S1) already speaking, with no silent establishing beat.
5. Staging, story and flow across scenes
- Show, don't tell. Characters physically do things: uncork a flask, unlatch a case, tap a glowing interface, unhinge a trunk, aim a device, lean on a hood, push through a door. Never a static monologue into the lens.
- Cause and effect on screen: light from a portal reflects on wardrobe; a thrown knife hits, the target groans and drops the case - impact and reaction in the same shot.
- Precise action mechanics:
executes a razor-sharp tactical drop, ducking under the gunfire in one fluid motion and sliding into a low crouch behind the concrete pillar on the left of framebeatshe dodges. - Grounded entrances: every character has an on-screen reason to be there (a badge, a job, a line, an invitation, a delivery). Stagger arrivals; do not dump the whole cast into scene 1.
- Story blocks: keep the same 2-3 characters for 2-4 consecutive scenes resolving a beat before moving to another group. Adjacent scenes share connective tissue: end on a look off-screen, a handoff, a walk toward a spot, a question - and start the next scene from that beat. Keep key props alive across scenes.
- Location variety: 2-3 scenes in one spot, then move (lobby -> corridor -> office -> parking lot). Every shot states style, lighting temperature and time of day, and these stay identical inside a sequence unless the story jumps time.
- Exits and entrances: anchor the camera position and the movement vector
(
looking back at the glass entrance from outside ... they walk out through the doors, moving away from the building behind them). - Camera vocabulary:
[Motion] + [with small/large amplitude] + [at slow/fast speed]- push in, pull out, pan, truck, tilt, pedestal, arc, tracking, static, POV, roll, shake. - Play every character in character: their vocabulary, rhythm, humour and moral compass from their own show, colliding with the others'. That collision is the comedy or drama.
- Skip fiddly held instruments (a guitar in hands smears); a cup, a file, a phone, a badge, a weapon at rest are safe.