@image1 is an absolute character lock: face, body, hair, costume, materials and colours are taken from it exactly, with no drift or reinterpretation in any cut. STYLE: stylized 3D CG feature-animation. Soft rounded sculpted volumes, skin with warm subsurface scattering and dense freckling, eyebrows and loose hair strands as crisp dark tapered strokes over the soft forms, large glossy irises with clear dark pupils. Physically shaded materials — oiled worn leather, scuffed dull steel, thick fur and feather fibre with individual strands catching light. Warm amber and peach highlights against cool teal shadow accents, gentle bloom, shallow depth of field. NOT: no flat 2D illustration, no painterly brushwork or visible paint texture, no cel shading, no ink outlines or line art, no comic, manga or anime look, no vector fills, no watercolour. A rapid morning-routine micro-cut montage. [BEATS] Cut 01: extreme close-up, their eyes snap open as a tiny smoking scale charm rattles. Cut 02: they slap the charm silent without looking; a puff of scale-smoke. Cut 03: they sit up and throw off a rough blanket; the mantle's feathers bounce. Cut 04: water splashes across their face, droplets catching the light. Cut 05: they drag two quick war-paint smudges under their eyes. Cut 06: they yank their hair tight; feathers bounce. Cut 07: a boot hits the floor, buckle snapping shut. Cut 08: the second boot stamps down, shin strap yanked tight. Cut 09: a wrist wrap pulls tight between their teeth. Cut 10: an armour charm clicks onto their shoulder. Cut 11: the belt cinches, small hunting pouch snapping shut. Cut 12: they grab toast and take one serious bite like it is battle prep. Cut 13: a small map on the table singes at a burn mark. Cut 14: they tap the burned mark once and give a small confirming nod. Cut 15: they swing a weapon strap over their shoulder. Cut 16: a brief gleam crosses a plain blade edge, then it slides home. No markings. Cut 17: the feathered mantle settles; they grab a small pack off a hook. Cut 18: the door bursts open into blinding sunrise. Cut 19: they step onto the threshold, dawn wind lifting a few feathers. Cut 20: held heroic close-up, a tiny determined smile, a distant winged shadow crossing the warm sky. [CAMERA] Fast clean cuts, snappy close-ups, quick push-ins and pans. No long slow holds except the final heroic frame. Every transition is a hard cut, never a morph or a dissolve. [LIGHT] Warm dawn light, golden dust motes, soft rim light, warm interior glow shifting to bright outdoor light. [AUDIO] No music, no dialogue, no subtitles. Ambience: quiet interior morning room tone, then outdoor dawn wind. SFX: <alarm rattle, slap, blanket rustle, water splash, hair tug, boot thud, buckle click, leather wrap pull, charm click, pouch snap, toast crunch, map sizzle, strap slap, blade sheath, door creak, distant low rumble> [LOCK] Keep face, ears, hair, outfit logic, render style and body scale stable across every cut. Keep hands simple. No text, no logos, no recognisable game symbols.