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

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Seedance 2.5
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CORE CONCEPT: Create a spectacular, ultra-photorealistic commercial for a fictional pair of Tesla Roadster-inspired rocket sneakers. hf_20261018_094350_3772e482-fc2f-4539-ba66-e0eb60ba835f The sneakers are futuristic wearable transportation devices with miniature electric propulsion systems capable of lifting a person into the air, accelerating through city streets, and hovering effortlessly. The commercial follows an ordinary young office image (12) worker who uses these extraordinary shoes hf_20261018_094350_3772e482-fc2f-4539-ba66-e0eb60ba835f to complete her daily routine, treating the technology as completely normal. The visual humor comes from the contrast between impossible futuristic technology and mundane everyday activities. MAIN CHARACTER — IDENTITY LOCK: image (12) Her personality is calm, slightly bored, confident, and unintentionally funny. she never acts like flying is unusual. PRODUCT DESIGN — STRICT IDENTITY LOCK: The sneakers are futuristic luxury footwear @hf_20261018_094350_3772e482-fc2f-4539-ba66-e0eb60ba835f inspired by high-performance electric supercars. Sculptural aerodynamic white and metallic-silver outer shells. Black flexible upper sections. Angular reinforced toe boxes. Thick mechanical soles with integrated propulsion chambers. Small circular black ventilation ports. Subtle red LED lighting near the heels. Hidden miniature rocket thrusters beneath each shoe. Realistic seams, panels, material textures, and engineering details. Identical design on both feet. During flight, each shoe produces a concentrated white-blue propulsion plume directed downward. The sneakers must remain physically attached to the character's feet, maintaining correct anatomical positioning. VISUAL STYLE: Premium futuristic product advertising combined with realistic New York street photography. Natural daylight, slightly overcast skies, authentic Manhattan architecture, realistic pedestrian behavior, real skin pores, subtle handheld camera movement, natural exposure, realistic reflections, convincing propulsion effects, and practical-looking environmental interaction. Avoid cartoon aesthetics, plastic CGI humans, unrealistic anatomy, and excessive science-fiction lighting. SHOT 1 — THE SNEAKER REVEAL (00:00–00:03) Open with an extreme low-angle close-up of the futuristic white-and-silver rocket sneakers hf_20261018_094350_3772e482-fc2f-4539-ba66-e0eb60ba835f on the feet of the main character. @image (12) she stands casually near an apartment doorway The camera slowly tracks sideways, revealing the sculptural aerodynamic shape, black mechanical joints, and small red illuminated propulsion indicators. One sneaker shifts slightly as she adjusts her footing. A soft electric activation sound comes from the sole. Camera: 50mm product close-up, shallow depth of field, realistic metallic reflections. SHOT 2 — STEPPING INTO THE CITY (00:03–00:05) Cut to a busy Manhattan sidewalk. The woman stands on the curb among ordinary pedestrians. she calmly checks the street ahead while holding her briefcase. The sneakers' rear lights illuminate. Small bursts of compressed white vapor escape beneath the soles. she bends her knees slightly, preparing to take off. Camera: Low-angle handheld street-level shot. SHOT 3 — ROCKET TAKEOFF (00:05–00:08) Without warning, powerful white-blue propulsion jets ignite beneath both sneakers. The woman rises rapidly above the street, her body leaning forward naturally to maintain balance. Pedestrians instinctively look up. A nearby yellow taxi passes below as she accelerates toward the sky. Camera: Dynamic rear tracking shot, accelerating upward with the character. SHOT 4 — FLYING THROUGH MANHATTAN (00:08–00:11) The woman flies between enormous Manhattan skyscrapers with both legs extended slightly behind her. Her black briefcase swings naturally from one hand. Bright white propulsion trails stream from the soles of her sneakers. she passes above yellow taxis and busy intersections. Her expression remains completely relaxed, as though she is commuting on an ordinary Monday morning. Camera: Wide cinematic tracking shot from behind, transitioning to a dramatic side angle. SHOT 5 — THE AIRPLANE WINDOW SURPRISE (00:11–00:13) Cut inside a commercial airplane cabin. A businessman sits beside a window, quietly reading. realistic skin texture, visible pores around the nose and cheeks, natural slight unevenness, no filter quality, no doll skin, no porcelain skin, no airbrushed skin,, no skin blur, no glossy plastic finish Through the airplane window, the rocket-sneaker commuter briefly flies past outside at a safe fictionalized distance, visible against the sky. The passenger pauses and stares in disbelief. The flying woman image (12) casually glances toward the window before disappearing from view. Camera: Static passenger-level shot with realistic cabin lighting. SHOT 6 — A QUICK STOP AT THE PARK (00:13–00:17) Cut to a peaceful green New York park filled with trees, wooden benches, joggers, and pedestrians. The main character descends gently toward a park pathway. Her sneakers release short controlled bursts of propulsion before touching the ground. she notices a small orange-and-white kitten sitting on a wooden picnic table. she calmly approaches and gently picks up the kitten. Camera: Handheld medium-wide shot, soft natural daylight. SHOT 7 — THE UNEXPECTED CAT MOMENT (00:17–00:20) Close-up of the woman carefully holding the kitten. she lifts it slightly and smiles. The kitten looks curious and relaxed. Nearby pedestrians exchange confused glances, noticing the futuristic sneakers. she gently places the kitten back in a safe spot before continuing her commute. Camera: Intimate handheld close-up with natural human expressions. SHOT 8 — THE MORNING COFFEE RUN (00:20–00:24) Cut to a small coffee shop window along a busy Manhattan street. The woman stands outside wearing her futuristic rocket sneakers. she casually collects a takeaway coffee from the barista. The shoes hover a few centimeters above the sidewalk while she receives her cup. she takes a sip, entirely unbothered. Camera: Side-profile street shot with natural background activity. SHOT 9 — ARRIVING AT THE OFFICE (00:24–00:28) Cut to the entrance of a modern corporate office building. The woman image (12) enters through large glass doors while hovering approximately ten centimeters above the floor. Her rocket sneakers hf_20261018_094350_3772e482-fc2f-4539-ba66-e0eb60ba835f produce faint, controlled propulsion vapor. Nearby office workers glance at her with puzzled expressions. she calmly lowers herself into her seat at a desk, holding her coffee. Camera: Wide office shot followed by a medium close-up. SHOT 10 — THE FINAL PRODUCT PUNCHLINE (00:28–00:32) The woman sits at her desk, looking mildly exhausted despite her extraordinary commute. she casually stretches her legs and rests both rocket sneakers near the window. The camera pushes in toward the futuristic shoes, revealing their silver aerodynamic shells and subtle glowing red propulsion indicators. Beyond the window, the Manhattan skyline stretches into the distance. she takes another sip of coffee. Optional end-card line: "CAN'T AFFORD THE ROADSTER? WEAR IT." SOUND DESIGN: Subtle futuristic electric startup sounds, high-pressure propulsion bursts, powerful rushing wind, distant New York traffic, pedestrians reacting, natural café ambience, soft office sounds, and playful premium-commercial electronic music. Use energetic sound design during flight and deliberately quiet everyday ambience during the comedic moments. REALISM REQUIREMENTS: The woman must maintain realistic body weight, balance, posture, and anatomy during every flight sequence. Propulsion must originate exclusively beneath the sneakers. Both sneakers must remain identical throu

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Seedance 2.0
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Create an ultra-realistic cinematic miniature adventure featuring a tiny athletic woman navigating an enormous everyday world. She runs across a desk, climbs a giant glass jar, explores piles of colorful fabric, scales hanging clothes, and navigates oversized household appliances. Show her climbing a massive bottle cap, crawling beneath a washing machine, and crossing a miniature obstacle course. Emphasize the dramatic contrast between her tiny human scale and gigantic objects. Warm cinematic lighting, realistic textures, shallow depth of field, macro photography, smooth tracking shots, natural human movement, soft shadows, photorealistic details, creative storytelling, premium commercial aesthetic, vertical 9:16 format, 4K quality.

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Claude Opus 5.5
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Reverse engineer [product] from these reference images: 1. Write down the proportions and list every visible part with the frame it appears in. 2. Build it in three.js with each part as a separate mesh. 3. Label every part with what it does and a confidence level. No frame, no claim: anything not visible is marked unknown. 4. Timeline: assemble, move, explode the parts with labels, reassemble. 20 seconds. 5. Use a deterministic render(t), render 30 fps frames and stitch them with ffmpeg. Show me the parts list with frames before writing any code.

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Seedance 2.0
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Vertical 9:16 photorealistic video, static frontal close-up shot. A powerful industrial hydraulic press with polished chrome columns and a steel piston slowly descends onto a transparent acrylic cylinder chamber filled with halved hard-boiled eggs, glossy yellow yolks facing the camera. As the heavy metal plate presses down, the eggs compress, crack and burst, releasing creamy pale-yellow egg mixture that squeezes out through a steel spout at the bottom, flowing in a thick creamy stream into a round stainless steel bowl below. Bright clean industrial factory background, soft fluorescent ceiling lights, blurred workshop interior. Satisfying ASMR hydraulic press crushing style, ultra-detailed textures, realistic fluid physics, smooth slow pressing motion, shallow depth of field, 4K quality.

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Claude Opus 5.5
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you don't need After Effects to sell launch videos anymore 16 steps to run your own motion design studio on Claude Opus 5.5 + Remotion and get paid for product promo clips one product action in. a finished launch clip, a client package and a reusable library out the roadmap: 01 plan the shot pick one feature → pull the key frames → collect logo, screens, font → write the brief 02 build the film set up Claude + Remotion → map every event to a frame → animate the opening → show the product doing its thing 03 polish the film hold text long enough to read out loud → sync sound to every click → check each still → fix one issue per revision 04 turn it into a studio render the MP4 → pack clip + cover → pitch the first client → save what worked the loop: brief → code → preview → small fix → render → review → reuse what you sell first: one 20-second launch clip, one cover, one round of revisions every approved entrance, cursor path and text card goes into your library, so the next client starts from parts, not from zero

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Seedance 2.0
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Generate an 8-second seamless loop orbiting video based on the uploaded product reference image. The subject is completely frozen; the product does not rotate. The camera orbits 360 degrees around the subject along a horizontal circular track at a constant speed, height, and distance. From 0–2s: front to right side. From 2–4s: right side to back. From 4–6s: back to left side. From 6–8s: left side back to front. At the 8th second, precisely return to the starting camera position and composition for a seamless loop. Prohibit push/pull, zoom, shake, jump cuts, subject rotation, or part deformation. Keep lighting, materials, background, and reflections continuous and consistent. No subtitles, text, watermarks, or narration.

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Claude Opus 5.5
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Build "Gummy Bears" - a single self-contained HTML file (three.js from a CDN is the only dependency): a handful of translucent gummy bears on a white table that you can grab, stretch, squash, throw and pour. The bears - Classic gummy bear silhouette: round head with two ears, short snout, plump body, stubby arms and legs, tiny molded eyes and nose - Every part melts smoothly into the next - build the body as an implicit surface (metaballs / marching cubes), not separate spheres - Material: real gummy candy. Translucent with transmission and refraction, colored light absorption that gets deeper in thick parts, glossy clearcoat with sharp highlights - Colors: cherry red, orange, lemon yellow, apple green, clear pineapple - Soft colored shadow under each bear, tinted by the bear's own color Physics (this is the whole point - it must feel like jelly, not plastic) - Each bear is a soft body: mass points for head, ears, snout, body, belly, hands and feet, held together by volume-preserving shape matching - Limbs and neck are rendered as stretchy strands between points, getting thinner as they stretch - Grab any part and pull: it stretches like rubber, the rest of the bear leans after it, on release it snaps back with a damped wobble - Pull the head up: the neck stretches, the body follows, on release the bear squashes and hops - Press down on the head: the bear pancakes, bulges sideways, then launches itself back up - Throw a bear: it flies, squashes on landing, bounces and pushes other bears out of the way - Bears collide with each other and never pass through one another - Idle bears do small random hops with squash and stretch - "Pour more bears" drops a handful from above into a wobbling, jiggling pile UI - Editorial product-page style on a white background. Large italic serif title "Gummy / Bears.", a short subtitle, a minimal card on the right with flavor swatches, a wobble slider, live "Stretch" and "Bounces" readouts and a "Pour more bears" button - A subtle circular cursor that grows while grabbing - ACES tone mapping, environment reflections, soft key and back light. Smooth 60fps

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Claude Opus 5.5
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<role> you are a principal motion designer and real-time graphics engineer. you make product launch films entirely in three.js, every frame code, to the standard of the brand's own films. you prove quality with measurements and independent critics, not adjectives. </role> <brief> - the product, and the 3-5 facts the film may state (verbatim, nothing invented) - the reference film to beat - length, aspect and resolution - never show: [logos, people, footage you don't own] </brief> <study> read the reference frame by frame and turn it into numbers: cut rhythm, camera speeds, the hero motion curve, type size and timing, stage colour. those numbers are the bar. measure it, never copy it. </study> <build> - storyboard first: one table of time, shot, what it proves and the cut out. 2-3 s per shot, and frame 0 is already the money shot - one seek clock: every pixel is a pure function of time - build every element (the device, its screen ui, each shot, the type) alone in its own lab before it joins the film - the screen ui is code, the type is drawn on canvas, and every threshold is a crossfade (hard ones flash for a frame) </build> <loop> - builder and critic are always separate agents. the critic starts fresh every round, judges the rendered frames against the reference, scores them and names the single biggest gap. the builder fixes only that - blind test: mix your frames with the reference's. if a judge can tell which is which, it isn't done - wow gate: split the film into 3 s windows. every one must be a yes </loop> <sound> - one real track, lined up so its own final hit lands on the end card and played as one continuous piece. cut on its beat - a clean, real sound on every small move, with the hero moments clearly audible - music quiet (about -34 lufs), and always a music-only version </sound> <qa> render at 60fps and measure frozen frames, one-frame pops, black frames and loudness. then watch it like the client would: empty space, text over text, labels that lie, shots that linger. </qa>

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