🥊 H3 Impact Response Slider | Make Physical Hits Feel Heavier & More Dynamic
🥊 H3 受击反馈增强滑块 |让碰撞后的身体反应更有力度与张力
🚀 Run It on RunningHub
国内用户可以使用:https://www.runninghub.cn/post/2102283144824184833/?inviteCode=cn-v1093
🎬 BUNNY H3 High-Dynamic Two-Pass Latent Upscale Workflow
▶ Start / End Frame One-Click Workflow
▶ Multi-Reference One-Click Workflow
📦Bunny Official RunningHub Model Page
💥 BUNNY One-Click Dance Motion Transfer(full Automatic)
💥 Meet the H3 Impact Response Slider , an action-focused LoRA tailored for MiniMax H3 to supercharge physical hit reactions and kinetic transfer during combat.
💥 正式发布 H3 受击反馈增强滑块 ,这是一款专为 MiniMax H3 动作视频打造的 LoRA,专门强化交锋碰撞中的身体受击反馈。
🎯 Instead of stiff or floaty impacts, it amplifies torso bending, shoulder twists, weight shifts, staggering stumbles, and natural recovery momentum.
🎯 告别僵硬与轻飘感,它能让角色挨打后的躯干弯折、转肩后仰、重心偏移、踉跄后退以及倒地翻滚更具力量感与表现力。
⚔️ Ideal for hand-to-hand brawls, weapon clashes, heavy blunt knockbacks, monster battles, and stylized combat sequences.
⚔️ 非常适合拳脚肉搏、兵器交锋、重型钝击受挫、怪物对抗以及各类高动态动作场景。
🧩 Highly recommended to stack with Combat V2 and Motion Repair V2 for a rock-solid action generation pipeline.
🧩 推荐与 Combat V2 及 Motion Repair V2 组合使用,以获得更扎实且连贯的动作表现。
🌟 Key Enhancements / 核心表现
🥋 1. More Pronounced Torso Response
🥋 1. 躯干响应更加突出
🔹 Bending at the waist, shoulder rotation, and violent recoil are much clearer, showing dramatic visual improvements in unarmed strikes and heavy hammer smashes .
🔹 弯腰、转肩、剧烈后仰等姿态变化显著增强,在拳脚打击与重锤砸击等场景下表现尤为直观。
🤸 2. Expressive Loss of Balance
🤸 2. 失衡动作极富张力
🔹 The slider shines brightest when characters stumble backward, buckle at the knees, brace against the floor, or transition across ground postures after knockdown.
🔹 在踉跄退后、屈膝卸力、伸手撑地以及倒地后的姿态变化过渡上,能展现极佳的动势张力。
🔥 3. Amplified Clash Amplitude
🔥 3. 交锋幅度全面增强
🔹 In tight quarters and multi-character brawls, whole-body twisting and offensive-to-defensive stance transitions become broader and much more intense.
🔹 在近身缠斗与多人交锋场景中,身体扭转与攻防姿态切换幅度更大,画面的激烈程度肉眼可见地提升。
⚠️ Honest Boundaries & Notes / 真实边界与避坑说明
🎥 Whole-Scene & Framing Impact: High weights will inevitably alter camera framing, shot composition, and overall choreography, rather than affecting only the character taking the hit.
🎥 镜头与构图联动: 高权重不仅会作用于挨打者,还可能同步改变镜头机位、景别构图以及全场的动作编排。
⚖️ Weight 1.5 is Not Always Better than 1.0: Strength 1.0 is the reliable sweet spot for organic feedback; 1.5 is an overdrive tier with exaggerated amplitude that requires careful checking of anatomy stability.
⚖️ 1.5 档并非稳定强于 1.0: 1.0 档位通常能在自然反馈与结构稳定间取得最佳平衡;1.5 属于特化强化档,动作幅度更大,但需要同时留意肢体结构与交互是否稳定。
🧪 Test Bench & Benchmark Setup / 测试基准与环境
📊 Benchmarked across Wuxia, modern CQC, fantasy, anime, and CG multi-character combat.
🔬 Kept identical prompts, seeds, reference images, and generation settings across Wuxia, modern CQC, fantasy, anime, and CG multi-character combat.
🔬 涵盖武侠、现代近战、奇幻、二次元及 CG 多人交锋,同组测试严格保持提示词、种子、参考图与采样参数完全一致。
⚙️ Benchmark Stack: Tested using dual-sampler passes (both loaded with the slider at matching strength), locked alongside Combat V2 (0.5) + Motion Repair V2 (0.35).
⚙️ 推荐搭配基线: 本轮测试采用双采流程(两阶段均挂载相同强度的滑块),并固定搭配 Combat V2 (0.5) + Motion Repair V2 (0.35)。
💡 Workflow & Prompting Tips / 使用建议
1️⃣ Start with Weight 1.0: Inspect the body's natural deceleration and kinetic recoil before pushing values higher.
1️⃣ 首选 1.0 起步: 先观察角色的受击反馈与动作衔接,再根据需要调整强弱。
2️⃣ Use 1.5 as an Intensified Mode: Best reserved for exaggerated combat scenes, but always keep an eye out for potential mesh clipping or structural shifts.
2️⃣ 将 1.5 视作强化特化档: 适合追求超大幅度动作的夸张对决,使用时建议重点排查人物形变与交互稳定性。
I just launched a Discord server. Feel free to join the discussion! I’ll be uploading related workflows, skills, my beta version of LORA, and AI-generated drama clips soon!
💬 Share your combat clips and test feedback below, and happy generating! 🎬
💬 欢迎在下方评论区分享你的实测视频与使用体验,祝大家出片顺利!🎬