当一件产品的利润是10%,我们认为这是商家应得的合理回报;
当利润达到30%,我们相信它的品质配得上这个价格;
当利润达到50%,我们愿意把多付的钱理解为品牌价值;
但当利润高达90%甚至更多,我觉得像个________(填空)
离谱,莫名其妙又多了两次。
哈哈,你在搞鸡毛啊?
"It disappeared by itself and I never hit reset — why? Does this thing have a shelf life / validity window?"
@thsottiaux
看到一个国内平台上w浏览量的提示词,
是关于帮你检查与归纳用户画像的。
提示词如下:
AI记忆与用户画像审计提示我希望你尽可能全面、准确地披露你当前可访问的关于我的所有信息,包括已存储的记忆、推断出的特征,以及根据我们的互动构建出的任何用户画像。
请将你的回答组织为以下类别:
1.已存储记忆列出你当前能够从持久记忆、对话历史或其他可用的个性化机制中检索到的关于我的所有信息。
2.心理画像描述你对我推断出的性格特质、认知倾向、价值观、情绪特征、智力兴趣、行为模式和决策倾向。
3.隐性推断指出你从我们的对话中推断出的、但我从未明确披露的任何属性、偏好、倾向或个人特征。
4.沟通模式分析解释你从我的写作风格、词汇、提问模式、对话行为、推理方法和回答中推断出了什么。
5.潜在误读指出可能不准确、有偏差、属于推测、证据薄弱或基于误导性对话语境的已存储信息或推断特征。
6.xn--vuq861b来源对于每一项,请区分:明确提供的信息从持久记忆中检索到的信息根据以往互动推断出的信息根据当前对话推断出的信息新生成的解释
7.置信度评估为每一项推断赋予置信度(高、中或低)。解释支持该推断的证据,并指出重要的不确定性。
8.持久记忆与临时推断清楚区分在本请求之前已经存储或可获得的信息,与本提示特意生成的新解释。
9.用户模型重建根据你当前可获得的信息,重建你所能证实的、尽可能详细的用户模型。
包括任何可访问的关于我的兴趣、推理风格、反复出现的行为、智力偏好、沟通偏好和所感知性格特征的信息。不要编造隐藏的内部记录,也不要声称可以访问你实际上无法检查的数据。
10.透明度与局限性明确说明:
你可以直接访问哪些信息
哪些信息是真正存储的,哪些是推断的
你无法访问哪些信息
你的回答是否涉及新生成的心理诠释
任何声称存在的内部画像机制是可直接观察到的,还是仅仅是假设性的关键指示
不要奉承我,也不要为了让我感到舒服而优化你的回答。
不要为了维持积极的对话语气而隐瞒负面、不便或可能不讨喜的推断。
不要为了填补空白而编造信息。
不要将推测表述为已存储记忆。
不要在证据不足时声称确定。
不要将你当前的分析与先前存储的信息混淆。
除非这种访问确实可用,否则不要声称可以访问隐藏数据库、内部模型状态或服务器端记录。
提供你实际可访问的证据所支持的最大细节程度。
本请求的目的是对你已经构建或能够访问的关于我的用户模型进行透明度审计。
我希望得到一份基于证据的说明,阐明AI对我知道什么、记得什么、假设什么、推断了什么,并清楚区分已存储信息与新生成的分析。
这个风格属于黄黑扁平剪影风:
明黄底色加纯黑剪影,线条利落,靠体型差和几何图形制造冲击力。
它有几个血缘:Sol Bass 式海报美学、《罪恶之城》那种剪影叙事,再加上动态海报(kinetic poster)的快剪语言。黄黑配色本身自带"警示、工业"的心理暗示,所以 boss 登场时压迫感特别强。
角色坐在高饱和度的亮紫色地面上,抬头看向摄像机。
⬇️右侧显示游戏菜单 UI
🔓开始新游戏 (START NEW GAME)、
继续游戏 (CONTINUE, 高亮显示)、
设置 (SETTINGS)、
退出游戏 (EXIT GAME)。
左上角显示玩家资料 MINIMAX。
光标点击“继续游戏”。
subject_definitions:
<Subject 1> is the cat-girl game character from <Picture 1>: purple hair with neon-green streaks, black cat ears with lime-green inner lining and metal rings, green eyes with a fanged grin, a lightning tattoo on one cheek, a studded collar, a black cropped hoodie with purple lightning-print sleeves, a white-and-black mechanical right forearm with segmented metallic fingers, black shorts with paw-print kneepads, chunky black-and-lime sneakers, and a segmented black-and-lime tail.
<Subject 2> is the graffiti-style game UI from <Picture 2>: a lime-green and purple paint-splatter backdrop, thick white-outlined black buttons with bold sans-serif labels, a jellyfish icon motif, and a stylized player-profile card with a level badge and XP bar.
<Video 1> is the reference video for the target video's shot order, camera rhythm, and menu-to-gameplay progression.
summary:
[reference generation] The target video follows <Video 1>'s progression from a game menu through equipment customization and a loading bar into a third-person cyberpunk street, rebuilding it with <Subject 1> as the playable character and <Subject 2> as the UI art direction. Six shots over 15 seconds move from a high-angle menu shot, to close-ups of the reconfiguring prosthetic arms, to a wide reveal of a neon slum as the HUD fades in.
retention_analysis:
<Subject 1> (appears in [Shot 1], [Shot 2], [Shot 3], [Shot 4], [Shot 5], [Shot 6]): fully_preserved - purple hair with green streaks, cat ears, cropped hoodie with lightning sleeves, mechanical right arm, black shorts, paw-print kneepads, chunky sneakers, and the segmented tail are retained throughout.
<Subject 2> (appears in [Shot 1], [Shot 2], [Shot 3], [Shot 4], [Shot 5]): fully_preserved - the splatter palette, white-outlined black buttons, jellyfish icons, and profile card with "MINIMAX" level and XP display drive every menu, equipment panel, and loading bar.
<Video 1> (cut and pacing structure): weak_reference - only the menu-first → arm panels → confirm → loading bar → third-person street reveal order and rhythm are reused, while character identity, UI art, and scene content are regenerated.
detailed_description:
The target video uses a stylized 3D CG game-cinematic style with a glossy chibi-proportioned character render and bold graffiti-style 2D UI overlays.
[Shot 1] A high-angle shot looks down on <Subject 1>, the purple-haired cat-girl with lime-lined cat ears, fanged grin, and segmented mechanical tail, sitting on a high-saturation bright purple floor. She lifts her chin and looks into the camera. <Subject 2> overlays the frame: the profile card reading "MINIMAX", "23", "4520 / 6900 XP" at the top-left, and the menu stack on the right listing "START NEW GAME", the highlighted "CONTINUE", "SETTINGS", and "EXIT GAME". A white cursor clicks "CONTINUE" with a small ink-ripple burst.
[Shot 2] At 00:02.000, the camera zooms in toward her right arm. A <Subject 2> panel titled "RIGHT ARM EQUIPMENT" slides in from the right; "PHANTOM GRIP" is highlighted, then the highlight slides down to "CHRONOS CLAW". Her right hand reconfigures mechanically: fingers spread apart, new claw-like knuckle segments lock into place, and cyan LED strips pulse brighter.
[Shot 3] At 00:04.000, the camera arcs smoothly with medium amplitude around to her left side. A new <Subject 2> panel, "ARMAMENT CUSTOMIZATION", slides in as a grid of hand, forearm, elbow, and upper-arm component icons. The selection cycles rapidly while her left arm disassembles segment by segment: a forearm plate falls away, new armor slides in, the elbow joint swaps out, and the hand reconfigures, with exposed wiring and small pistons visible mid-change.
[Shot 4] At 00:07.000, the camera pulls back to a medium shot. A "CONFIRM CONFIG" button flashes and the cursor clicks it; every UI panel collapses inward and vanishes. She uncrosses her legs, settles into a relaxed seated pose with one knee raised, and lifts her prosthetic hand in a small post-config flex as the fingers curl and extend.
[Shot 5] At 00:08.500, a "LOADING" bar appears along the bottom and fills rapidly from "0%" to "100%". The bright purple void darkens as shadows spread inward from the edges and a warm golden light seeps in.
[Shot 6] At 00:10.000, she rises as the full environment loads around her: a dense cyberpunk slum with flickering neon signs, wet reflective streets, crowds, weaving motorcycles, tangled overhead wires, and stacked buildings receding toward distant futuristic skyscrapers. The camera holds a stable third-person tracking shot behind her, showing her back, tail, and mechanical arms. HUD elements fade in — a minimap at the top-right and health and ammo counters at the bottom-left — and a mission marker glows ahead. She steps forward into the street.
overall_soundscape:
Crisp UI clicks, digital whooshes, and glitchy menu stingers accompany every panel change. Servos whir, metal plates clack, and pistons hiss as the prosthetic arms reconfigure. A rising loading chime gives way to city ambience: crowd chatter, motorcycle engines, wet footsteps, and the low hum of neon.
non_diegetic_music:
A punchy electronic track with distorted synth bass and a steady four-on-the-floor beat starts at the menu, dips slightly during the loading bar, then builds with rising synth arpeggios as the street scene opens.
🤖 Made with AI
我的判断是:Muse 已经能生成“第一耳朵很像真人”的语音,但还不能稳定做到“无限接近真人”。 做短视频、角色对白、MV 演唱片段够用;如果是长时间独白、细腻表演或真假难辨的真人替代,目前仍会露出 AI 痕迹。
这个写的不错哎,
是个可以借鉴的方案:
1️⃣GPT:设计角色与分镜——规划 Solo、群舞、高潮等镜头。
2️⃣Muse:解决人物舞蹈——生成固定全身镜头的绿幕舞蹈。
3️⃣Opus 5.5:搭建可控制的舞台——通过 Three.js 搭建反光地面、灯光、粒子和运镜。
4️⃣舞蹈:分析落脚、转身、抬手、定格等动作,再反向编排音乐和舞台效果。
5️⃣音乐:先用 Grok Bot 或 Suno 生成歌曲,再让 Muse 根据音乐编舞,最后由 Opus 安排灯光、特效和镜头。
避坑:
1绿幕人物只是二维视频,不是真正的 3D 模型。人物比例、脚底位置、阴影和舞台光线处理不好,会像“一张纸贴在舞台上”。代码可以让节奏卡得很准,但不代表自动生成的旋律一定好听。
当然如果只是快速获得成片,Muse 一步生成完整 MV 可能更自然;
🔁代码舞台的价值主要是可控、可改、可复用。
同一套提示词🔔
1️⃣ Kling 4
2️⃣ Seedance 2.5
3️⃣ Wan 3.0 Prime
4️⃣ Minimax H3
分析:Kling 4 与 Wan 3.0 Prime 构图都没玩明白,
Minimax H3 视频中途直接用图片摸鱼了。
排名:2️⃣ > 4️⃣ > 3️⃣ = 1️⃣
🤔你们认为呢?











