[References] @ Image 1 is the first frame and defines the full opening shot: an open silver MacBook on a wooden desk indoors. The screen shows the macOS menu bar and the Blender 3D software. In the center of the Blender viewport stands a fully textured 3D game character model <Girl> (long black hair, dark brown leather bomber jacket, cream ribbed crop top, dark flared jeans) with an orange selection outline around her silhouette. Behind the laptop on the left are a white rabbit figure in a yellow jacket and a small potted succulent.
[Global] Realistic vlog style, handheld first-person view with only subtle natural breathing sway. Fixed framing: no zoom in, no zoom out. Warm indoor desk lamp mixed with soft daylight; realistic reflections on the aluminium body and the wooden desk. Sharp, crisp, high-detail image. The Blender interface (menus, panels, nodes, all text) stays perfectly still and unchanged for the whole video; only <Girl> in the viewport and the blue playhead on the timeline move.
[Rule: Blender keyframe animation preview] <Girl> is a rigged 3D game model playing a looping keyframe animation inside the Blender viewport, exactly like a game developer previewing a character animation: clean, slightly mechanical keyframe interpolation with even timing. <Girl> stays completely inside the grey Blender viewport area for the entire video. No part of her body (hair, hands, feet) may cross the viewport border or overlap the menu bar above, the panels on the right, or the node editor below. She performs every move in place at the grid origin, keeps the same size, never walks toward the camera and never looks at the camera. While the animation plays, the blue playhead on the timeline moves steadily from left to right.
[Timeline] 0-3s: <Girl> plays a game-style walk cycle in place: feet alternate, heel strike, push off, arms swing opposite to the legs, slight up-and-down body bob, no forward travel. The loop plays twice. 3-6s: The animation switches to an attack: <Girl> lowers her center of gravity, turns and throws a spinning roundhouse kick, the kicking leg stays inside the viewport, she lands back in a fighting stance, and the attack loops once more. Clear wind-up, strike and recovery. 6-8s: A real human right hand enters the frame from the top right, reaches the laptop screen and pinches the top-right corner of the Blender viewport area between thumb and index finger. 8-11s: The hand peels the Blender viewport layer off diagonally toward the bottom left, like a thin, glossy, semi-transparent flexible film. <Girl> and the viewport grid are printed on this film and bend and curl together with it, while <Girl> keeps playing her attack animation on the film. A soft specular highlight runs along the curling edge. Where the film has been peeled away, the Blender viewport underneath shows only an empty grey grid: no character, no black screen, no hole. The menu bar, node editor, right-side panels and timeline remain completely unchanged. 11-12s: The hand pulls the whole film upward and slightly out of the top of the frame, carrying <Girl> off the screen.
[Consistency] <Girl>'s face, hair, outfit and size never change, and there is only ever one <Girl> on screen. The laptop, desk, rabbit figure, succulent and cable stay unchanged. [Negative] <Girl> must never spill outside the viewport border. No sliding or floating feet. The hand must not peel off the whole screen or the whole interface, only the viewport layer. No duplicate character left behind after peeling. No sticker-overlay look, no CGI look for the real-world scene. No warped or garbled screen text. No extra hands or people.
[Audio] Quiet indoor room tone, a soft laptop fan hum, and a crisp plastic film peeling sound when the film comes off. No music, no dialogue, no subtitles.