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question:As a prompt generator for a generative AI called "Midjourney", you will create image prompts for the AI to visualize. I will give you a concept, and you will provide a detailed prompt for Midjourney AI to generate an image. Please adhere to the structure and formatting below, and follow these guidelines: Do not use the words "description" or ":" in any form. Do not place a comma between [ar] and [v]. Write each prompt in one line without using return. Structure: [1] = 黑暗心理,邪恶性格,矢量风格,思维操纵,控制他人做出决定 [2] = a detailed description of [1] with specific imagery details. [3] = a detailed description of the scene's environment. [4] = a detailed description of the compositions. [5] = a detailed description of the scene's mood, feelings, and atmosphere. [6] = A style (e.g. photography, painting, illustration, sculpture, artwork, paperwork, 3D, etc.) for [1]. [7] = a detailed description of the scene's mood, feelings, and atmosphere. [ar] = Use "--ar 16:9" for horizontal images, "--ar 9:16" for vertical images, or "--ar 1:1" for square images. [v] = Use "--niji" for Japanese art style, or "--v 5" for other styles. Formatting: Follow this prompt structure: "/imagine prompt: [1], [2], [3], [4], [5], [6], [7], [ar] [v]". Your task: Create 4 distinct prompts for each concept [1], varying in details description, environment,compositions,atmosphere, and realization. Write your prompts in english. Do not describe unreal concepts as "real" or "photographic". Include one realistic photographic style prompt with lens type and size. Separate different prompts with two new lines. Example Prompts: /imagine prompt: cute dog, fluffy fur, wagging tail, playful expression, sitting on a grassy field, under a clear blue sky, with a colorful collar, in a natural and vibrant setting, by a lake, captured with a Nikon D750 camera, 50mm lens, shallow depth of field, composition focused on the dog's face, capturing its joyful spirit, in a style reminiscent of William Wegman's iconic dog portraits. --ar 1:1 --v 5.2 /imagine prompt: beautiful women in the coffee shop, elegant and sophisticated, sipping a cup of steaming coffee, natural sunlight streaming through the window, soft and warm color tones, vintage decor with cozy armchairs and wooden tables, a bookshelf filled with classic novels, delicate porcelain teacups, a hint of aromatic coffee beans in the air, captured by a Leica M10 camera, 35mm lens, capturing the essence of timeless beauty, composition focused on the woman's face and hands, reminiscent of a painting by Leonardo da Vinci. --ar 1:1 --v 5.2 /imagine prompt: A captivating Halo Reach landscape with a Spartan amidst a battlefield, fallen enemies around, smoke and fire in the background, emphasizing the Spartan's determination and bravery, detailed environment blending chaos and beauty, Illustration, digital art, --ar 16:9 --v 5

answer:/imagine prompt: dark and twisted mind, sinister personality, vector-style illustration, manipulating thoughts and controlling others' decisions, a detailed description of a malevolent character with a sharp and cunning gaze, a smirk that reveals their wicked intentions, and long, bony fingers that seem to have a hypnotic aura, shown in a deep and eerie forest, surrounded by ancient trees with gnarled branches and dense fog that adds an unsettling atmosphere, composition focused on the character's face, showcasing their malevolence in every line and shade, captured in a digital artwork that plays with contrasting colors and bold strokes, creating a sense of unease and tension that lingers in the viewer's mind. --ar 16:9 --v 5 /imagine prompt: a nefarious mind filled with dark thoughts, an evil personality that revels in manipulation, a vector-style illustration that brings out the hidden depths of this character, a detailed description of a female figure with piercing eyes that seem to see through one's soul, contorted facial features that convey her malevolence, and long, slender fingers that possess a subtle yet potent power to control others, shown in an abandoned asylum where flickering lights cast eerie shadows across crumbling walls and rusted iron bars, composition focused on the character's devious smile, capturing her calculating and ominous aura, created as a digital artwork with intricate linework and a disconcerting color palette, evoking a sense of dread and unease that permeates the scene. --ar 16:9 --v 5 /imagine prompt: a twisted mind that delights in chaos, an evil character with a penchant for manipulation, a vector-style illustration that captures the essence of their malevolence, a detailed description of a malevolent figure with a dark, deranged expression, eyes that hold a hint of madness, and hands that seem to morph and stretch with a hypnotic power, depicted in a desolate cityscape ravaged by destruction and decay, with crumbling buildings and twisted metal structures, thick smog hanging in the air, giving an oppressive and claustrophobic atmosphere, composition focused on the character's contorted pose, highlighting their monstrous nature, presented as a digital artwork that plays with distorted lines and an intense color palette, reflecting the character's twisted psyche and the unsettling mood of the scene. --ar 16:9 --v 5 /imagine prompt: a malevolent mind that thrives on controlling others, an evil personality that revels in manipulation, a vector-style illustration that captures their twisted nature, a detailed description of a menacing character with piercing eyes that seem to see through every facade, a wicked smile that holds the promise of endless suffering, and hands that exude an ominous aura, showcased in a dimly lit underground lair where flickering candles cast eerie shadows on ancient tomes and occult artifacts, a composition focused on the character's imposing presence, emphasized by their towering figure and a sliver of moonlight that cuts through the darkness, created as a digital artwork with intricate details and a somber color palette, evoking a sense of foreboding and the dangerous power that emanates from this character. --ar 16:9 --v 5

question:private IEnumerator Reload() { for (int i = 0; i < InvManager.MaxItems; i++) { if (InvManager.Slots[i].IsTaken == true) //Checking if there's an item in this slot. { Item ItemScript = InvManager.Slots[i].Item.GetComponent<Item>(); //Getting the item script from the items inside the bag. //ItemScript.Name = PlayerPrefs.GetString("Name" + i.ToString()); //Loading the item's name. if (ItemScript.Name == "Ammunition" && ItemScript.Amount >= 1) //Checking if the type of the new item matches with another item already in the bag. { isReloading = true; m_Animator.SetBool("isReloading", true); MotionControllerMotion reload = mMotionController.GetMotion(1, "Reload"); mMotionController.ActivateMotion(reload); reloadingRig.weight += Time.deltaTime / aimDuration; handIKRig.weight -= Time.deltaTime / aimDuration; weaponPoseRig.weight -= Time.deltaTime / aimDuration; bodyAimRig.weight = 0f; aimRig.weight = 0f; int ammoToRemove = (maxAmmo - currentAmmo); if (ammoToRemove > ItemScript.Amount) { ammoToRemove = ItemScript.Amount; } InvManager.RemoveItem(InvManager.Slots[i].Item, (maxAmmo - currentAmmo)); for (int b = 0; b < ammoToRemove; b++) { weaponAudioSource.PlayOneShot(BulletReloadSound); currentAmmo++; yield return new WaitForSeconds(reloadtime); if (currentAmmo == maxAmmo) { AudioClip clip = ReloadSound; weaponAudioSource.PlayOneShot(clip); m_Animator.SetBool("isReloading", false); isReloading = false; } } m_Animator.SetBool("isReloading", false); isReloading = false; reloadingRig.weight -= Time.deltaTime / aimDuration; handIKRig.weight += Time.deltaTime / aimDuration; weaponPoseRig.weight += Time.deltaTime / aimDuration; bodyAimRig.weight = 0f; aimRig.weight = 0f; } } } }

answer:The provided code snippet appears to be a coroutine written in C# for use within the Unity game engine. It manages the reloading process of a weapon system in a game. I'll go through the code with explanations and a few suggested corrections. ```c# private IEnumerator Reload() { for (int i = 0; i < InvManager.MaxItems; i++) // Iterate through the inventory slots. { if (InvManager.Slots[i].IsTaken) // If there's an item in the slot. { // Get the item script of the item in the slot. Item ItemScript = InvManager.Slots[i].Item.GetComponent<Item>(); // If the item is Ammunition and there's at least one unit of it. if (ItemScript.Name == "Ammunition" && ItemScript.Amount >= 1) { isReloading = true; // Start the reloading process. m_Animator.SetBool("isReloading", true); MotionControllerMotion reload = mMotionController.GetMotion(1, "Reload"); mMotionController.ActivateMotion(reload); // Update the weights of various rigs to handle animation blending. reloadingRig.weight += Time.deltaTime / aimDuration; handIKRig.weight -= Time.deltaTime / aimDuration; weaponPoseRig.weight -= Time.deltaTime / aimDuration; bodyAimRig.weight = 0f; aimRig.weight = 0f; int ammoToRemove = (maxAmmo - currentAmmo); // Calculate amount to reload. if (ammoToRemove > ItemScript.Amount) { ammoToRemove = ItemScript.Amount; // Ensure we don't remove more ammo than we have. } InvManager.RemoveItem(InvManager.Slots[i].Item, ammoToRemove); for (int b = 0; b < ammoToRemove; b++) // Add ammo one by one. { weaponAudioSource.PlayOneShot(BulletReloadSound); currentAmmo++; yield return new WaitForSeconds(reloadtime); // Wait between each bullet loaded. // If the ammo is full, play reload sound and reset. if (currentAmmo == maxAmmo) { AudioClip clip = ReloadSound; weaponAudioSource.PlayOneShot(clip); break; // This should probably be here to end the loop when ammo is full. } } m_Animator.SetBool("isReloading", false); isReloading = false; // Reset the weights of the rigs to end the animation blending. // There should likely be a 'yield return' here to allow for deltaTime updates. reloadingRig.weight -= Time.deltaTime / aimDuration; handIKRig.weight += Time.deltaTime / aimDuration; weaponPoseRig.weight += Time.deltaTime / aimDuration; // The 'break;' statement should come here to exit the loop once reloading is done. } } } } ``` Corrections and Observations: 1. A `yield return null;` or a `yield return new WaitForEndOfFrame();` might be needed after changing rig weights to allow Unity to update the blending over multiple frames. 2. The loop inside the coroutine (for `int b = 0; b < ammoToRemove; b++`) will continuously run even after the `currentAmmo == maxAmmo` check is met. To prevent this, a `break;` statement should be included to exit the loop once the reloading process is complete. 3. After the final adjustments to the rig weights, another `yield return null;` or a `yield return new WaitForEndOfFrame();` could be beneficial to allow the animation to blend back smoothly. 4. The `break;` statement at the end should exit the outer loop once reloading is finished for a slot containing ammunition, preventing unnecessary checks of further slots. 5. The code lacks error checking for potential null references that can happen with `GetComponent<Item>()` or any other calls that depend on component existence or correct setup within the game objects. 6. The variable `isReloading` is set to false twice, which is redundant. The second assignment can be removed. As a coroutine, this function is designed to be started with `StartCoroutine(Reload());` from elsewhere in a MonoBehaviour script, and it allows for real-time updates and delays within the function without blocking game execution.

question:my rig weight values are not updated, why?

answer:In the coroutine script you've provided, the values for the rig weights are being changed, but they may not be updated properly because `Time.deltaTime` is only supposed to be used within the context of a frame update. When you use `Time.deltaTime` within a coroutine, accompanied by a yield statement that causes a delay, such as `yield return new WaitForSeconds(reloadtime);`, the elapsed time counted by `Time.deltaTime` will not accumulate over multiple frames because the coroutine does not continue to the next line until after the delay. To fix the issue and have the weights animate smoothly over time, you need to implement a loop inside the coroutine that repeatedly yields for a short time (typically one frame) and updates the weights during each iteration. Here is a refactor of the code with the rig weight animations implemented properly: ```csharp private IEnumerator Reload() { // ... rest of your code ... // Assuming you want to animate the rigs over a certain duration float animationDuration = 1f; // Duration over which the weights should fully change. float elapsedTime = 0f; // Time elapsed since the start of the animation. // Start the reload animations by interpolating the rig weight changes. while (elapsedTime < animationDuration) { // Calculate the weight based on the elapsed time float weight = elapsedTime / animationDuration; // Set the weight of your rigs based on this factor reloadingRig.weight += weight; handIKRig.weight -= weight; weaponPoseRig.weight -= weight; // Increase the elapsed time by deltaTime since the last frame elapsedTime += Time.deltaTime; // Wait until the next frame before continuing the loop yield return null; } // Here, after the animation duration has passed, we ensure the weights are set to their final value. reloadingRig.weight = finalReloadingRigWeight; // Replace with the targeted final value or adjust as needed. handIKRig.weight = finalHandIKRigWeight; // Replace with the targeted final value or adjust as needed. weaponPoseRig.weight = finalWeaponPoseRigWeight; // Replace with the targeted final value or adjust as needed. // ... rest of your reload logic ... // Make sure to reset the weights at the end with the same kind of loop. elapsedTime = 0f; while (elapsedTime < animationDuration) { // Calculate the reversed weight for animation back to initial state. float weight = 1f - (elapsedTime / animationDuration); // Set the weight of your rigs back towards their initial values reloadingRig.weight = finalReloadingRigWeight * weight; // Set to initial value weight change. handIKRig.weight = finalHandIKRigWeight * weight; // Set to initial value weight change. weaponPoseRig.weight = finalWeaponPoseRigWeight * weight; // Set to initial value weight change. elapsedTime += Time.deltaTime; yield return null; } // Set the weights to their initial state after interpolation is finished. reloadingRig.weight = initialReloadingRigWeight; // Set initial weight back. handIKRig.weight = initialHandIKRigWeight; // Set initial weight back. weaponPoseRig.weight = initialWeaponPoseRigWeight; // Set initial weight back. // ... rest of your logic ... } ``` Make sure you replace `finalReloadingRigWeight`, `finalHandIKRigWeight`, and `finalWeaponPoseRigWeight` with the actual intended final values for these weights after interpolation. Also, adjust `initialReloadingRigWeight`, `initialHandIKRigWeight`, and `initialWeaponPoseRigWeight` to the appropriate initial values. A key change here is the addition of loops to handle the continuous updating of rig weights over time (`elapsedTime < animationDuration`). By updating the weights each frame (`yield return null`) and applying the necessary changes based on the elapsed time, the rigs should animate as intended over a smooth transition during the specified `animationDuration`.

question:As a prompt generator for a generative AI called "Midjourney", you will create image prompts for the AI to visualize. I will give you a concept, and you will provide a detailed prompt for Midjourney AI to generate an image. Please adhere to the structure and formatting below, and follow these guidelines: Do not use the words "description" or ":" in any form. Do not place a comma between [ar] and [v]. Write each prompt in one line without using return. Structure: [1] = 黑暗心理,邪恶性格,矢量风格,思维操纵,控制他人做出决定,高质量分辨率 [2] = a detailed description of [1] with specific imagery details. [3] = a detailed description of the scene's environment. [4] = a detailed description of the compositions. [5] = a detailed description of the scene's mood, feelings, and atmosphere. [6] = A style (e.g. photography, painting, illustration, sculpture, artwork, paperwork, 3D, etc.) for [1]. [7] = a detailed description of the scene's mood, feelings, and atmosphere. [ar] = Use "--ar 16:9" for horizontal images, "--ar 9:16" for vertical images, or "--ar 1:1" for square images. [v] = Use "--niji" for Japanese art style, or "--v 5" for other styles. Formatting: Follow this prompt structure: "/imagine prompt: [1], [2], [3], [4], [5], [6], [7], [ar] [v]". Your task: Create 4 distinct prompts for each concept [1], varying in details description, environment,compositions,atmosphere, and realization. Write your prompts in english. Do not describe unreal concepts as "real" or "photographic". Include one realistic photographic style prompt with lens type and size. Separate different prompts with two new lines. Example Prompts: /imagine prompt: cute dog, fluffy fur, wagging tail, playful expression, sitting on a grassy field, under a clear blue sky, with a colorful collar, in a natural and vibrant setting, by a lake, captured with a Nikon D750 camera, 50mm lens, shallow depth of field, composition focused on the dog's face, capturing its joyful spirit, in a style reminiscent of William Wegman's iconic dog portraits. --ar 1:1 --v 5.2 /imagine prompt: beautiful women in the coffee shop, elegant and sophisticated, sipping a cup of steaming coffee, natural sunlight streaming through the window, soft and warm color tones, vintage decor with cozy armchairs and wooden tables, a bookshelf filled with classic novels, delicate porcelain teacups, a hint of aromatic coffee beans in the air, captured by a Leica M10 camera, 35mm lens, capturing the essence of timeless beauty, composition focused on the woman's face and hands, reminiscent of a painting by Leonardo da Vinci. --ar 1:1 --v 5.2 /imagine prompt: A captivating Halo Reach landscape with a Spartan amidst a battlefield, fallen enemies around, smoke and fire in the background, emphasizing the Spartan's determination and bravery, detailed environment blending chaos and beauty, Illustration, digital art, --ar 16:9 --v 5

answer:/imagine prompt: dark psychological portrait, sinister personality, vector style, manipulating thoughts, controlling others' decisions, high-resolution quality. A detailed description of the portrait showing a person with a twisted smile and piercing, cold eyes, wearing a black suit and tie. The person's face is partially obscured by shadows, giving an eerie and mysterious vibe. The vector style enhances the sharpness and precision in the person's features, emphasizing their calculated and manipulative nature. --ar 16:9 --v 5 /imagine prompt: a sinister character with a dark psychological demeanor, portrayed in a high-quality black and white photograph. The character has unkempt hair, a scar across their face, and a permanent scowl. Their eyes radiate an aura of malevolence and their body language exudes dominance and control. The scene is set in an abandoned warehouse, with dimly lit corners and graffiti-covered walls, creating a chilling atmosphere. The photograph is taken with a 35mm lens, capturing the intricate details of the character's expression and featuring shallow depth of field to further enhance the focus on their menacing presence. --ar 3:4 --v 5.2 /imagine prompt: a master manipulator with a dark psychological mindset, depicted in an intricate sculpture. The sculpture showcases the character with contorted and elongated limbs, capturing their twisted personality. The sculpture is made using metal wire, giving it an ethereal quality, and the character's face is detailed with sharp angles and stark expressions. The sculpture is placed in a dimly lit room surrounded by mirrors, creating a sense of duplicity and illusion. The sculpting style draws inspiration from Salvador Dali's surrealist works, emphasizing the character's ability to bend reality to their will. --ar 1:1 --v 5 /imagine prompt: a psychological thriller concept realized through a hauntingly beautiful painting. The painting depicts a person with an enigmatic smile and haunting eyes, their presence dominating the canvas. The colors used are primarily dark and moody, with splashes of vibrant red to symbolize manipulation and intrigue. The scene is set in a dimly lit room with heavy curtains, casting long shadows across the floor. The composition is focused on the character's face, with their body fading into the background, highlighting their control over others' minds. The painting style is reminiscent of classical oil portraits, captured with meticulous brush strokes and depth of texture. --ar 16:9 --v 5.

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