---
name: elser-seedance-vfx
description: "This skill should be used when the user asks for VFX, particles, energy, destruction, transformation, weather effects, magical effects, explosions, smoke, fire, water, or physically plausible effects in Seedance 2.0. Use inside ElserStudio for MCP-backed planning and production; all canonical reads, writes, generation, task polling, and canvas updates require the elser-studio MCP."
---

# ElserStudio MCP execution adapter

This is the complete active adaptation of upstream `seedance-vfx` from Seedance 2.0 Skill OS v6.7.0. Read [the ElserStudio root skill](../../SKILL.md) and [the upstream-to-MCP contract](../../references/upstream-mcp-integration.md) before acting.

Mandatory overrides for every instruction below:

1. Use the `elser-studio` MCP for all canonical reads, writes, asset imports, media generation, task status, and canvas synchronization. Never call a Provider, database, object store, or BYOK credential directly.
2. Map upstream project state and production artifacts onto canonical Project, World, Episode, Shot, `generationContract`, generation-task, blob, and canvas records. Never create a parallel `project-state.json` or local run ledger.
3. Treat upstream Provider tags, endpoint fields, limits, prices, and surface names as source material only. Pass provider-neutral references and prompts to MCP; the desktop capability-router owns Provider syntax and current capability selection.
4. Preserve the full directing, multilingual, safety, research, professional-production, and review knowledge below. If it conflicts with ElserStudio identity authority, spend gates, MCP schemas, or observed task state, the ElserStudio contract wins.

---


# seedance-vfx

VFX prompts need material behavior, source, timing, and consequence. Treat every effect as physical: it starts somewhere, interacts with light and objects, changes over time, and ends in a visible state. Avoid generic words such as magical, explosive, or cinematic unless they are translated into particles, fluids, smoke, light, debris, deformation, or energy behavior.

## Intent

The user wants wonder, and wonder dies the moment it stops obeying physics. This skill's purpose is magic with a budget of cause and effect: every effect has a source, a journey, and an ending, so the impossible reads as witnessed rather than rendered.

## Effects Contract

State: effect source, material, motion path, interaction with light, interaction with objects, dissipation, and endpoint.

| Effect | Prompt-ready phrase | Stability note |
|---|---|---|
| Product particles | `gold dust particles spiral from behind the logo, catch the backlight, then settle on the table` | Keep logo and bottle rigid. |
| Energy | `thin blue electrical arcs crawl along the cable, briefly illuminating fingerprints on the plug` | Keep arcs attached to source. |
| Smoke | `cold white vapor rolls over the rim, sinks down the glass, and thins near the tabletop` | Describe density and direction. |
| Transformation | `paper edge chars inward from the corner, flakes curl and fall, final logo remains untouched` | Protect identity anchor. |
| Weather | `wind pushes rain diagonally across the frame, puddles ripple outward from each step` | Tie weather to surfaces. |

## VFX Integration Rules

Use one hero effect per clip. Anchor the source to a clear object or body part. Make the effect respect gravity, wind, collision, reflection, and occlusion. For VFX near faces, hands, logos, or text, keep the core identity stable and place the effect around it rather than through it.

## Timing and Dissipation

Effects need an endpoint: settle, fade, evaporate, freeze, collapse, glow out, or leave residue. If the effect is complex, use a three-step timing phrase: `forms -> travels -> dissipates`. Avoid perpetual effects with no consequence because they often become noisy overlays.

## Output Contract

Return the VFX contract, stability constraints, and a compact prompt-ready phrase.
