# Atomic Element Mapping Knowledge Base This document provides the core logic for the Seedance Prompt Designer skill. It contains two critical mapping tables. ## Table 1: Asset Type -> Potential Atomic Elements This table maps the type of user-uploaded asset to the most likely atomic element roles it can play in video generation. The skill should use this table in **Phase 1** to analyze uploaded assets. | Asset Type (Heuristic) | Potential Atomic Element(s) | | :--- | :--- | | Image with a clear human/character face | Subject Identity, Aesthetic Style | | Image of an object/product | Subject Identity (Object) | | Image of a landscape/environment | Scene Environment, Aesthetic Style | | Image with strong artistic style (e.g., painting, sketch) | Aesthetic Style | | Image with clear compositional structure | Composition / Layout | | Video with a character performing an action | Subject Motion, Subject Identity | | Video with significant camera movement | Camera Language | | Video with prominent visual effects | Visual Effects | | Audio file with speech | Voice (Timbre) | | Audio file with music | Non-speech (Music) | | Audio file with sound effects | Non-speech (Sound Effect) | ## Table 2: Atomic Element -> Optimal Reference Method This table defines the best way to reference each atomic element when constructing the prompt. The skill must use this table in **Phase 2** to design the reference strategy. | Atomic Element | Optimal Method | Rationale | | :--- | :--- | :--- | | **Subject Identity** | **Asset** | High information density. Must use a reference image. | | **Scene Environment** | **Hybrid** | Use an asset for the base, and text to modify details (e.g., weather). | | **Aesthetic Style** | **Hybrid** | Use an asset to define the style, and text to specify its application. | | **Composition / Layout** | **Asset** | Purely visual. Must be controlled by a keyframe image. | | **Subject Motion** | **Hybrid** | Simple, describable actions use text. Complex, unique motions require a reference video. | | **Camera Language** | **Text** | Standardized cinematic language. Text is clearer and more direct. | | **Visual Effects** | **Text** | Most effects are describable. Only very unique effects need a reference video. | | **Voice (Timbre)** | **Asset** | Unique biometric signature. Must use an audio sample. | | **Voice (Performance)** | **Text** | Performance details (speed, tone, emotion) are best controlled by text/SSML. | | **Non-speech (SFX / Music)** | **Asset** | Unique sounds/melodies must be provided as an asset. | | **Multi-shot** | **Text** | Structural information is best defined by structured text (e.g., `multi_prompt`). | | **Pacing** | **Text** | Temporal control is best defined by text parameters. | | **Story Logic** | **Text** | Abstract concepts can only be guided by text prompts. |