🎥 Steal Hollywood's oldest trick so that Seedance 2.5 can hide its mistakes in a fight. Here's the camera setup that serves as the FIX 👇 Hands, feet, contact... the model still gets some of it wrong. The trick is making sure the viewer never gets a clean look at it. This fight is three Seedance 2.5 prompts stitched together. Three things I do in them: 1️⃣ Every shot is specified as "Action Camera Footage." USE THOSE WORDS! Close, unstabilised, handheld, thrown around, visible recoil at every hard impact. Putting those exact words in will cause the camera to have the same jitter as high budget action movies during hand-to-hand combat scenes. Also use dynamic camera angles to ramp up the energy from stacking different perspectives depending on the action: SHOTS: Prompt 1: over-the-shoulder → lateral tracking → low three-quarter Prompt 2: ground-level beside their legs → a camera mounted to the spear shaft itself → a straight top-down as the spear passes over his chest Prompt 3: one continuous clockwise orbit around three fighters for 23 seconds 2️⃣ I go for "Shaky Handheld" camera INSTEAD OF "Cinematic" when writing fighting prompts. In normal cinema, every frame carries a little motion blur, so movement looks smooth. Action films use a quarter of the blur, and motion becomes sharp and jittery. Using tighter shots instead of wide also lasers in on the action and masks mistakes because there isn't as much room to notice. Keeping the camera moving also adds enough processing time to mask mistakes: The whole time the camera keeps tracking the weapons, tilting down and centering them in frame, like the blades are the subject and the fighters are just holding them. Your eye stays locked on the clash, so it never gets a chance to check the hands, feet and faces, etc. 🚨 Use this to mask the weaknesses of AI video. 3️⃣ I watch how the pros hide it. Look closely next time you watch an action film, especially the martial arts genre. The dialogue scenes look smooth and normal. Then the hand-to-hand starts and suddenly the camera is shaking and the footage goes choppy. The stuntmen aren't actually landing those punches, and when the lead actor isn't a trained fighter, the shake covers the choreography and makes every hit feel more visceral than it really was. Without the blur, your brain loses the path of the swing and only catches the shock at the end, so it fills in the contact on its own, or there's a frame skip to make impacts look like they're landing (but that's a lesson for next time). My rule: make it impressive and adhere to the 'Rule of Cool', and ultimately the viewer will give it a pass, so long as it isn't completely nonsensical. Fight scene below & comparison in replies 👇

Two armored men fight in a dusty village while a huddled figure watches; a camera-setup demo for Seedance 2.5.

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Posted Sep 24, 20261:28Landscape · 3840×2160

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