Image - 2026-09-22 20:41
Art style: 3D Family. Данеля walking in the screen-left third; Даяна standing in the screen-right third; Мама standing in the centre of frame; Папа standing in the centre of frame. Данеля is walking on floor in the screen-left third in the midground. Torso facing camera. Head facing camera. Eyes on Даяна. Arms slightly outstretched. Joyful and determined. Данеля wears creamy-white festive dress. Даяна is standing on floor in the screen-right third in the midground. Torso in three-quarter turn to screen-left. Head in three-quarter turn to screen-left. Eyes on Данеля. Arms extended forward. Excited encouragement. Даяна wears creamy-pink festive dress. Мама is standing on floor in the centre of frame in the background. Torso in three-quarter turn to screen-left. Head in three-quarter turn to screen-left. Eyes on Данеля. Clasped. Proud smile. Мама wears powder-pink gown. Папа is standing on floor in the centre of frame in the background. Torso in three-quarter turn to screen-left. Head in three-quarter turn to screen-left. Eyes on Данеля. At sides. Warm pride. Папа wears dark suit. Medium shot from a low angle, 16:9. Locked-off frame slightly below eye level. Key light from upper left, soft diffused. Focus: Данеля walking to Даяна. Dominant palette: creamy white, powder pink, soft gold. SPATIAL LOCK: Данеля walking toward Даяна Мама stands behind Данеля. GAZE LOCK: Данеля head facing camera eyes on Даяна; Даяна head in three-quarter turn to screen-left eyes on Данеля; Мама head in three-quarter turn to screen-left eyes on Данеля; Папа head in three-quarter turn to screen-left eyes on Данеля. This is a single frozen instant (mid action) — no motion blur, no action chained. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ FINAL STYLE ENFORCEMENT (this is the authoritative rendering directive — it overrides any style wording elsewhere in the prompt): Render this image in the following art style: Pixar-style 3D computer animation (Pixar / Disney feature-film look) — fully volumetric 3D rendering with rounded dimensional forms, soft subsurface-scattering skin, physically based materials, soft global illumination, rich saturated colours and appealing stylised character proportions. The WHOLE frame is 3D animation — never flat 2D illustration, never photoreal live action. Every surface, skin, fabric, material, and environmental element must be rendered in this idiom.
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