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Anime

Explore free Anime video prompts from YouMind's AI prompt library, grouped under styles. Every prompt is curated from real creative workflows and ready to copy, adapt, and reuse.

Create anime videos
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Seedance 2.5
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① Blackboard (First frame image 1 / 10 seconds) Morning cafe. On a blank blackboard, chalk lines appear stroke by stroke on their own, forming three horizontal lines of text: 'Today's Recommendation / Chestnut Mont Blanc / 680 Yen'. Fixed camera. ② Hikari (Reference image 1 / 10 seconds) Morning park. Walking from right to front. Opens one hand to show '5' while saying 'It starts in five minutes!' ③ Window (Reference image 1 / 10 seconds) Daytime Japanese room. Walks towards the window, pushes the sliding door open sideways. Sound of rail resistance. Wind slightly moves papers on the desk. ④ Two Anime Characters (Reference image 1 / 30 seconds) Both in Japanese 2D anime style. Daytime riverbank. One plays bass, the other dances spinning around. High-five at the end, then says 'Let's play with sound!'. No cuts for 30 seconds, camera orbits half-circle around the two.

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Seedance 2.5
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Common: 'Video 1 is a rough assembly of gray dolls and boxes. Extract only standing positions, paths, timing, and camera movement. Replace dolls with people from images, boxes with real locations.' 01: 'Person entering from door stops behind seated person -> Seated person slides sideways off chair, stands up, faces each other. Front pull-out -> Orbit left -> Zoom in on two people.' 02: 'Bicycle approaches from behind, aligns in 5 sec, overtakes in 6 sec -> Slows down and stops, turns upper body completely around. Runs parallel from same side of road.' 03: 'Character remains 2D cel-shaded while crossing live-action intersection. Exactly 6 pedestrians. Overhead top-down view -> Eye level.' 04: 'Two armies charge towards each other, pass each other in 4.6 sec -> Commander turns horse and raises sword. Sword and spear do not touch bodies, cutting through air.'

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Seedance 2.5
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TITLE: THE LAST TRICK — HALLOWEEN: INFINITE HELL FORMAT: 30 seconds, 16:9 widescreen, cinematic 3D supernatural action, anime-inspired fight choreography, extremely fast pacing, complex motivated camera movement, seamless visual transitions, two dramatic bullet-time sequences. No music, no soundtrack, no dialogue. Sound effects only. REFERENCE ROLES AND CHARACTER LOCK @Image1 — WHITE GUMMY GHOST: Use the white ghost reference sheet as the exact identity, costume, and proportion reference. Preserve its white draped ghost costume, large black oval eyes, pink cheeks, long white dress silhouette, wide hanging sleeve-like fabric extensions, and recognizable front, side, and back appearance. Abilities: free flight without equipment; elastic gummy-like body physics; rapid stretching, compression, bending, recoil, and bouncing; extreme aerial agility; black-smoke manipulation. The body may deform during combat but must return to its established silhouette. Fabric reacts naturally to wind, acceleration, gravity, and sudden directional changes. The ghost's ultimate ability is a gigantic supernatural creature made from dense black smoke with enormous glowing red eyes. Do not fully reveal or summon this creature before 00:20. @Image2 — ORANGE HALLOWEEN WIZARD: Use the orange wizard reference sheet as the exact identity, costume, and proportion reference. Preserve the human face, long pointed nose, curled thin moustache, black shoulder-length hair, black-and-orange pointed witch hat with curved horns, orange-and-black Halloween-patterned clothing, orange tie, footwear, and twisted wooden staff with its glowing orange core. The staff is the wizard's primary source of power. Abilities include magical tricks, illusion duplicates, orange energy projectiles, magical circles, portals, protective shields, explosive counterattacks, and short-range magical repositioning. The wizard can fly by riding the staff. Never redesign either character. Preserve their faces, anatomy, costumes, colors, proportions, and distinctive features throughout the entire video. Do not exchange their powers. VISUAL STYLE High-end cinematic 3D animation with anime-inspired combat speed, powerful impacts, expressive character animation, detailed cloth simulation, convincing elastic physics, volumetric smoke, atmospheric depth, dramatic lighting, and sophisticated VFX. The action is aggressive, fast, fluid, and dangerous, never slow or comedic. Every movement has a purpose: attack, dodge, counterattack, acceleration, recoil, or repositioning. ENVIRONMENT An enormous, apparently endless Halloween wasteland. Dark charcoal-gray terrain, fractured stones, scattered boulders, twisted dead trees, distant haunted-castle ruins, giant carved pumpkins, low drifting fog, floating ash, glowing embers, and a colossal orange-red moon behind moving storm clouds. Thin orange energy glows through occasional cracks in the ground. Build strong environmental depth with foreground rocks, midground combat, distant ruins, giant pumpkin silhouettes, atmospheric haze, and the enormous moon. The horizon stretches endlessly. There is no visible arena boundary. Maintain consistent geography, moon direction, terrain scale, and environmental lighting throughout the scene. Combat disturbs the environment. Dust bursts from impacts, ash spirals around fast-moving characters, rocks scatter from shockwaves, fog parts during aerial passes, and dead branches vibrate from pressure waves. CAMERA DIRECTION Use complex but readable cinematic camera choreography: aggressive push-ins, rapid pull-backs, lateral tracking, low-angle tracking, crane movements, controlled orbit shots, whip-pans motivated by attacks, foreground parallax, foreground occlusion, rack focus, and wide-angle perspective for speed. Camera motion must follow physical action. Preserve screen direction, character positions, scale, and spatial continuity. Do not reverse left and right arbitrarily. Avoid random rotations, excessive shake, and motion blur that hides the combat. Transitions must connect through continuous camera movement, passing characters, foreground objects, smoke, magical flashes, portals, or shockwaves. Keep both fighters readable during important attacks. TIMELINE AND ACTION 00:00–00:03 — INSTANT FIGHT Start during an active attack. No establishing shot, title, or slow introduction. Extreme close-up of the wizard's glowing staff core. The staff sweeps across the foreground, releasing a crescent-shaped orange magical slash toward the hovering ghost. The camera whip-pans with the attack and transitions into fast lateral tracking. The ghost bends its upper body backward with elastic gummy deformation, letting the slash pass centimeters from its face. It compresses and rebounds forward, striking the wizard with a fast fabric-wrapped attack. The wizard recoils sideways through the air, rotates the staff, and regains control. Camera: whip-pan with the staff, track laterally between the fighters, perform a controlled 120-degree orbit around the collision, and finish behind the wizard as it is displaced. VFX: orange energy trails, tiny embers, dust bursts, air distortion, cloth flutter, elastic compression, directional motion blur. SFX: staff swing, magical slash, elastic snap, heavy impact, rushing air, scattering stones. 00:03–00:06 — ILLUSIONS VS ELASTIC DODGES The wizard spins the staff and creates three orange magical circles. Three convincing illusion duplicates appear and attack the ghost from different directions. The ghost stretches and bends between the attacks, evading them with rapid, precise movements. It compresses, rebounds, and accelerates toward the real wizard. The wizard opens a small orange-rimmed portal. The ghost passes through and emerges from a second portal nearby, retaining its forward momentum. It immediately turns to attack from behind. Camera: push toward the spinning staff, arc around the wizard as the illusions appear, track the ghost's evasive movement, push through the first portal, use the second portal as a natural foreground transition, then whip-pan toward the counterattack. VFX: orange glyphs, subtle afterimages, magical particles, portal rims, stretched fabric, dust trails. SFX: rapid staff rotation, magical pulses, subtle elastic tension, portal suction, fast whooshes. 00:06–00:09 — HIGH-SPEED AERIAL COMBAT The wizard mounts the staff and accelerates vertically. The ghost follows by flying freely. They rise above the wasteland, passing dead branches, broken stone formations, and drifting fog. The wizard performs a controlled corkscrew maneuver and launches three orange projectiles. The ghost dodges the first by bending sideways, compresses to pass the second, then stretches back into its normal silhouette and accelerates toward the wizard. It catches the end of the staff with a fabric extension. The wizard twists the staff and releases a concentrated orange energy burst, pushing both fighters apart. Camera: crane upward beneath the fighters, perform a controlled spiral orbit during the corkscrew, track laterally as the ghost catches the staff, and pull back rapidly during the energy burst. VFX: orange projectile trails, spiral vapor trails, sparks, atmospheric haze, pressure-wave distortion, rising ash. SFX: aerial rush, projectile whistles, staff vibration, magical detonation, pressure impact, fabric flutter. 00:09–00:12 — FIRST BULLET TIME Both fighters accelerate toward each other. The wizard grips the staff with both hands, channeling concentrated orange energy along its length. The ghost compresses its body like a powerful spring and pulls its fabric extensions backward. They attack simultaneously. At the instant their attacks

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Seedance 2.5
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A cinematic 3D anime-style scene of a young woman skateboarding down a winding mountain road overlooking a breathtaking turquoise ocean, surrounded by lush green hills, coastal villages, and towering white clouds in a brilliant blue sky. She wears a white cropped T-shirt, ripped blue jeans, blue sneakers, and protective wrist guards, with her long black ponytail flowing dramatically in the wind. She crouches low on her skateboard, confidently carving through sharp road bends as the camera follows her from behind, then transitions into dynamic side-tracking close-ups highlighting her focused expression, fast-moving wheels, and realistic body movements. The camera alternates between low-angle tracking shots, wide aerial-style views of the spectacular coastline, and smooth cinematic chase shots, creating a thrilling sense of speed and freedom. Sunlight glistens across the ocean, natural lens flares illuminate the scene, and motion blur emphasizes the skateboard's speed while maintaining crisp character details. Ultra-detailed 3D animation, vibrant colors, realistic shadows, fluid motion, cinematic lighting, high-quality rendering, immersive depth, smooth camera transitions, vertical 9:16 composition, 4K quality.

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Claude Opus 5.5
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I want to make a character introduction PV. [Purpose] 1. Promotional video for the trial version of "Sugoroku Drifter" 2. Planning to make at least 3 types; this is the first one 3. Character introduction PV for "Great Universe Integration Will Senior" 4. Want to make it in size/duration suitable for general short videos [How to Show the Character] - Display the character large - Use the 4-frame animation assets used in the game [Abilities to Introduce] Great Universe Integration Will Senior has the following features: - Has a "2D6" piece from the start - Dice increases by 1 when ultimate move is activated So I want to introduce this clearly. [Video Flow] Don't go into ability explanation right after the video starts; begin with gameplay footage like a game PV. First scene: A "Big Cow" piece moving across the board. No need to show the entire movement of one turn from the beginning; start from the middle depending on duration. Rather, create the highlight starting backwards from "the moment one turn ends, stops, and goes Pirolin!" At that timing: - Great Universe Integration Will Senior slides up from the bottom of the screen - Display character name - Display character intro-style subtitles - Display used pieces largely in the center - Add outlines and glow to pieces to make them look slightly flashy - Explain that they "have a 2D6 piece from the start" Next, With the explanation "Further +1 dice with Ultimate!", show the actual moment the dice increase. After that, return to gameplay footage again, show the Big Cow moving while having used its ultimate. Near the end, display one haiku, and conclude with "Stylish Infinite Loop! Sugoroku Drifter" "Trial Version Now Available" such announcements. This is just my image, so please adjust the composition as necessary to improve tempo and appearance for a short video.

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Claude Opus 5.5
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Use Claude Opus 5.5 with three.js to implement a fully interactive miniature 3D scene of a Japanese convenience store on a rainy night. The prompt includes very detailed layered constraints: ① Interaction: Third-person perspective, supports dragging, rotation, and zooming; remove excess UI; include a square base. ② Scene Objects: A Japanese street-corner convenience store equipped with automatic doors, rain sheds, vending machines, bicycles, and umbrella racks. ③ Interior Details: Warm light inside the store; bento cabinets, drink refrigerators, cashier counters, and oden cooking stations fully visible through the glass. ④ Environment Atmosphere: Dim rainy night outside; strong contrast between warm interior and cold exterior; replicate the atmosphere of Japanese animation. ⑤ Rendering Settings: Precise modeling + cel-shading (toon rendering); clear outline lines; wet reflective ground; anime daily life art style. ⑥ Dynamic Effects: Continuous rain, dripping eaves, puddle ripples, flickering signs, intermittent opening/closing of automatic doors; overlay delicate dynamics on the static scene. The overall emotional tone is quiet and healing, carrying the unique loneliness and warmth of a late urban night.

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Claude Opus 5.5
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Create a complete, runnable Three.js demo of a Japanese convenience store at night in the rain. The atmosphere should be immersive: wet ground reflecting lights, strong contrast between cool blue-toned rain outside and warm yellow light inside. Include a long-haired girl running with a transparent umbrella, with smooth limb movement. Populate the scene with detailed elements: shelves, ATM machine, Japanese neon signs, bicycles on the street. Use real-time rendering with high detail completion.

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