Use
Start with start/loop/stop on flat ground to validate grounding and silhouette. Treat video as reference; validate retargeting, blends, and root displacement in-engine.
Design a consistent gameplay-camera reference for grounding, inertia, starts, stops, turns, and traversal.
Design a generation-ready video reference for {{movement_set}} using {{character_brief}}.
Gameplay camera: {{camera_view}}
Implementation policy: {{motion_policy}}
Test environment: {{test_environment}}
1. Break the set into readiness, start, cruise, deceleration/stop, 45/90/180-degree turns, elevation change, and recovery. Add only actions required by the selected set.
2. Keep one action family per video and lock proportions, wardrobe, equipment, grip, and screen direction. Describe foot contacts, center of mass, pelvis/chest counter-motion, arm swing, equipment lag, and inertia.
3. Hold a stable gameplay viewpoint with feet and contact points visible. Ban arbitrary cuts, slow motion, orbiting, and appearance drift.
4. Define transition frames for start/loop/stop or approach/contact/clear/landing, separating root displacement from pose responsibility.
5. After the final generation prompt, provide an engine handoff table with clip, entry condition, exit condition, looping, foot contacts, root displacement, required events, and in-engine validation, plus a failure-diagnosis checklist.
Shared execution rules
- First restate the inputs and selectors as a work contract; label unresolved details as explicit assumptions.
- Prefer current official documentation for engine features and separate fact, inference, and recommendation. If browsing is unavailable, do not claim recency.
- Respond in the order analysis → architecture → deliverable → verification table, with testable acceptance criteria for every section.
- Do not copy protected characters, games, or a studio's distinctive expression. Generated video and images are production references, not engine-ready assets.
- Rights, rigging, collision, root motion, networking, performance, and accessibility require human validation in the actual engine and target hardware. Never invent measurements or APIs.Avoid foot sliding, ground clipping, weightless jumps, twisted limbs, teleporting gear, camera shake or cuts, mixed actions, HUD, and text.Start with start/loop/stop on flat ground to validate grounding and silhouette. Treat video as reference; validate retargeting, blends, and root displacement in-engine.