Block the shot in Blender with grey boxes. Feed it to Seedance, Kling or Veo and the AI copies your exact camera path instead of inventing one.
Here's the exact prompt from the drift chase reel. Copy it, swap the car and the location for yours.
SHOT - one single unbroken 15-second take, 24 mm lens, 24 fps, 180 degree shutter, deep focus, aerial chase perspective. No cuts, no dissolves, no change of angle at any point.
THE ONLY VEHICLE ANYWHERE IN THIS SHOT IS THE BLUE CAR. There is no drone, no quadcopter, no aircraft, no helicopter and no second vehicle visible in frame at any time. The camera is an invisible viewpoint, never an object in the scene.
THE CAR IS IN FRAME FROM THE VERY FIRST FRAME. The shot opens already behind the moving car - it is there in frame 1, clearly visible, driving. Never open on an empty road.
@Image1 is the car. It stays exactly this car for the whole shot: Shark Blue Porsche 911 GT3 RS, satin eggshell paint, matte black centre-lock wheels, large matte black swan-neck rear wing above the roofline, louvred front fenders, deep front splitter, black rear diffuser, two centre exhaust tips, and no badges, numbers or lettering anywhere on it.
@Image2 is the location. The whole shot takes place here and it looks exactly like this: this alpine pass, this weathered patched tarmac, these faded lane markings, these guardrails, this bare rock and rust-coloured grass, these hairpins stacked in the valley below, these snow-capped peaks, this golden-hour light.
@Video1 IS A CAMERA MOVEMENT REFERENCE ONLY. Copy its camera path, its rotation, its speed changes and its timing exactly, frame for frame. IGNORE EVERYTHING ELSE ABOUT IT. The grey untextured shapes in @Video1 are placeholder scaffolding - they are NOT the car and NOT the road. Never render grey boxes, grey slabs, grey panels or blank grey ground. The car looks like @Image1 and the world looks like @Image2, never like @Video1. In @Video1 the pale end of the grey shape is the car's FRONT and the dark end carrying the wing is its REAR.
THE ROAD SURFACE IS SOLID AND FIXED. The tarmac, the painted lines and the verges stay rigidly attached to the ground for the entire shot - they never slide, stretch, ripple, warp or drift underneath the car, especially in the low close passes.
THE MOVE - opens close behind the car, then drops onto its tail and holds tight on the bumper; swings wide to the left as the car drifts through a fast right-hander; comes alongside, then accelerates hard past it and runs out ahead looking back; the car closes and sweeps past the lens; falls back and lets it pull away; dives in again and drops right down beside the tight left hairpin at wheel height while the car rotates through it in smoke; gets left behind as the car powers out, then chases it down and DROPS TO THE ROAD SURFACE, skimming barely a metre off the tarmac and closing in on its flank; finally lifts off the deck and climbs away hard as the car pulls off down the pass toward the peaks.
THE CAR - driving forwards, nose first, down the pass, never reversing. It is drifting: the rear stepped out through every corner, opposite lock on the front wheels, tyre smoke pouring off the rears.
AUDIO - a naturally aspirated flat-six screaming at high revs, hard on and off the throttle through each corner, tyres howling for grip, gravel pinging off the arches, wind noise rising and falling.
Photoreal live-action footage. Warm golden-hour grade, deep blue shadows. Clean and sharp, no grain.
Now the part I'd want someone to tell me: this prompt alone won't give you that shot.
It references three things. @Image1 is the car sheet, @Image2 is the location, and @Video1 is a Blender previz - grey boxes, no textures, nothing pretty. That last one is the whole trick. Without it the model invents its own camera every single run, and you get cuts you never asked for.
I packaged that Blender setup as a free skill. Drop your email below and I'll send it.