Centerline Echo: Wing Chun Storyboard
Create a 16:9 high-pressure close-combat cinematic storyboard sheet image: a production board for two fighters trading centerline traps and circular counters in one training hall, communicating guard pressure, redirection, impact origin, spirit release, and collapse through camera angle, shot scale, pose, screen direction, and geography. Do not render bracketed section labels as text. [HEADER] Production-board header: scene-aware typography, thin rules, clear hierarchy; graphic treatment stays outside panels. Exactly these two quoted lines and no other header text: "CENTERLINE ECHO" "Eight burst frames drive one palm through a broken guard" [BOARD] Exact grid: 4 columns x 2 rows, filled in P## order left-to-right, top-to-bottom; never add empty frames or extra panels. Every panel is a strict 16:9 landscape rectangle, width exactly 1.78x height, all 8 panels identical; no mixed ratios. The sheet canvas keeps the 16:9 ratio stated above; leftover space becomes header and margins. Panel headers exactly `P## / shot tag / beat name`. One panel per BEATS entry. [STYLE] Bright clay-model 3D previs panels: untextured blockout models in matte pale clay, soft white and light warm gray only, on a light background. High-key viewport lighting, soft shadows, gentle ambient occlusion. Unfinished but spatially convincing, with anchors for pose, contact, direction, and result. Characters are blank mannequins with featureless heads; no facial detail or reference likeness. Effects are neutral marks attached to origins: short trails, contact bursts, dust rings, floor streaks, shockwave rings, and one spirit-shaped outline, never props. Locked signatures: lead fighter is lightest, slim, high hair block, layered long-coat volume; opposing monk figure is one step grayer, broad and heavy, rounded head blocks, loose robe volume. No illustration, photorealism, saturated color, detailed textures, or polished VFX. [REFERENCES] Image A: lead fighter silhouette, high hair block, layered wardrobe volume, and forward martial stance only; exclusive to the lead fighter. Image B: opposing monk figure silhouette, broad build, rounded head blocks, loose robe volume, and grounded stance only; exclusive to the opposing figure. [CONTINUITY] Same lead fighter, opposing monk figure, floor lane, pillars, hanging strips, effect origins, screen direction, and hall geography across panels; a pinned, blocked, struck, collapsing, or marked role is the same one continuing, never an extra copy. Each panel is one frozen instant: one pose/state per role, no before/after wording. Every count-sensitive panel shows exactly two fighter bodies; P07 also shows one spirit-shaped outline attached to the opposing figure's back as an effect, never as a third fighter. Lead fighter generally screen left moving screen right; opposing figure generally screen right resisting left. [RULES] Visible text: only the two quoted header lines and panel headers. Inside panels: no text, labels, arrows, icons, callouts, or annotations. Avoid logos, overlays, insets, extra panels, finished illustration, dense detail, panel color, duplicate or ghost figures, before-after copies, and effect marks resembling props, icons, or floating objects. [BEATS] Draw one storyboard panel per visual BEAT: BEATS: P01 / low lane pressure / guard already closed: floor-level wide from center lane; floor fills lower frame, lead fighter presses from screen left into opposing monk figure at screen right, pillars and hanging strips frame the lane, short forearm trails attach to first contact. P02 / shoulder trap / centerline squeeze: tight over-shoulder medium close from behind opposing monk figure; lead fighter fills screen left foreground, one hand pins the opposing wrist across centerline, other fist points toward the chest, one contact burst attaches between trapped hands. P03 / canted arc / counter sweep: canted side medium with slanted floor horizon; opposing monk figure turns a wide outside arm from screen right, lead fighter's straight arm redirects outward, one curved trail attaches to the sweeping forearm, one dust mark to pivot foot. P04 / hand evidence / chain opening: extreme close insert on hands and chest line; lead fighter's palm presses the opposing guard downward, two compact fist blocks align through the center gap, small impact bursts attach to knuckles and forearms. P05 / overhead geometry / footwork turn: bird's-eye wide showing floor lane and pillar bases; lead fighter stands in a tight triangular stance near center left, opposing monk figure circles outside at center right, one circular floor streak attaches to their foot path. P06 / profile breach / inside line: compressed profile medium; lead fighter occupies screen left inside the opposing guard, one checking hand pins the outer arm, striking palm chambered near the opposing chest, delayed counter arm hangs behind the opposing shoulder. P07 / chest impact / spirit rupture: low chest-impact close with strong foreshortening; lead fighter's palm contacts the opposing chest center, both bodies lock in one silhouette, one spirit-shaped outline erupts from the opposing back and one shockwave ring attaches to chest contact. P08 / wide release / empty center: steady rear-wide from behind the collapsing opposing figure; lead fighter stands screen left with palm lowered, opposing monk figure folds toward floor at screen right, small settling rings attach to chest and floor contact, central lane opens between pillars.