Turn a scene brief into a video task: define the subject, action, camera movement and ending, then retrieve the completed clip through the API. H3 Max accepts text and optional image inputs, with 480P or 768P output. Use it for individual shots that you can review and assemble into a larger edit.
$set up https://beatapi.io/SKILL.md
Choose Max or Turbo for text and first/last-frame shots. Each option keeps its own API model ID and per-second retail price.
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Playground
Configure request
Input
required
minimax-h3-max
minimax-h3-max
required
optional
1–2 HTTPS URLs
optional
≥5; no verified maximum
optional
optional
Generated result
Output
Run the playground to see output here.
What you pay
Current BeatAPI public retail rates for this model.
Model
Specifications and pricing
Price
MiniMax H3 Max
8 sec · 480P
$0.40
MiniMax H3 Max
8 sec · 768P
$0.64
MiniMax H3 Max Turbo
8 sec · 480P
$0.20
MiniMax H3 Max Turbo
8 sec · 768P
$0.32
Choose a model in this family
Shape the shot before you generate
Write a scene with a clear sequence
Describe what changes from the opening frame to the ending. Give the subject one main action and tell the camera when to move. A short scene brief makes it easier to decide which part of a result to keep or revise.
Start with text or supplied images
Build a scene from a written brief, or attach one or two HTTPS images to guide the visual starting point. Keep image preparation in your asset workflow; the Max API accepts images, without the audio and video reference fields offered by other models.
Build a character moment through motion and light
Give a character a visible reaction: reach for a falling object, pause before answering, or turn toward someone outside the frame. Describe the movement of clothing and light around that action to shape a short dramatic beat. Review the resulting gesture and expression before placing the shot in your edit.
MiniMax H3 Max video example
A professor in a bright university library
Create a 5-second live-action Hollywood film shot in a bright university library. A thoughtful professor stands in a medium shot, turns slightly toward an unseen student, and calmly says, “What is the real?” Natural daylight, professional cinema camera, realistic performance, subtle camera drift, no close-up, no dark lighting, perfect lip sync.
Apple action
He explodes upward out of the black. Both arms drive toward the falling apple, body twisting, white linen sleeves snapping taut then bunching as his shoulders roll. The apple tumbles fast, end over end, its stem whipping. He mistimes it — the fruit glances off his fingertips and spins away; he lunges after it, throwing his weight sideways, hair swinging across his face, eyes flashing wide. He catches it hard against his palm, the impact shoving his arm back and down, linen collapsing in loose folds. He pulls it in against his chest, breathing hard, and breaks into a grin as he looks straight into the lens. The candlelight jumps with every movement, flaring across his forearms and guttering into darkness behind him.
Laboratory dialogue
Exactly 5 seconds. Inside a bright sterile laboratory, a cryogenic chamber opens and cold vapor spills across the floor. A confused man slowly sits up. A scientist steps forward and says, “Welcome back.” The man asks, “What year is it?” The scientist hesitates as the camera gently pulls backward. Photorealistic Hollywood science-fiction drama, soft white daylight, realistic vapor, restrained acting, accurate lip sync, no extreme close-up.
Pixel runner
The complete prompt is 7,385 characters, exceeding the H3 Max API limit of 5,000. Shorten it before submitting it to the API.
.Create a pixel-art side-scrolling platformer gameplay animation, presented as authentic 16-bit / 32-bit retro game footage.
The game is a fast, continuous San Francisco-themed endless runner. A heroic pixel-art adventurer automatically runs from left to right while the camera smoothly tracks the character, keeping the hero roughly centered on screen. The player cannot stop or move around obstacles. Every obstacle that enters the hero’s running path must require either jumping over it or ducking underneath it. The hero must never simply run past, behind, in front of, or through an obstacle.
GAMEPLAY
The hero continuously runs forward through a beautiful pixel-art version of San Francisco. Obstacles approach clearly from the right side of the screen with enough visual anticipation to understand what is happening.
There are only two ways to avoid hazards:
JUMP: Used for anything occupying the ground-level running path.
DUCK: Used for anything crossing directly above the running path at head or upper-body height.
Every gameplay obstacle must physically intersect the hero’s path if no action is taken.
Examples of San Francisco-themed obstacles:
\\* A cheerful corgi runs directly across the hero’s path. The hero jumps completely over it.
\\* A startup founder or venture capitalist charges directly toward the hero holding out a giant term sheet. The hero jumps completely over the person.
\\* An autonomous delivery robot rolls directly into the running path. Jump over it.
\\* An abandoned electric scooter lies horizontally across the sidewalk. Jump over it.
\\* A shopping cart rolls directly into the running path. Jump over it.
\\* A low-flying delivery drone crosses directly at the hero’s head level. Duck underneath it.
\\* A flock of pigeons flies directly across the path at head height. Duck underneath them.
\\* A strange startup prototype drone flies directly across the running path. Duck underneath it.
\\* Low construction scaffolding extends across the sidewalk. Duck underneath it.
Keep obstacles visually distinct and spaced far enough apart that every jump or duck reads clearly as a deliberate gameplay action.
SAN FRANCISCO ENVIRONMENT
The world should be unmistakably San Francisco while retaining the beautiful fantasy-adventure atmosphere of the original concept.
The environment scrolls continuously behind the hero using multi-layer parallax scrolling:
Foreground: lush grass, sidewalk edges, rocks, flowers, tiny plants, fire hydrants, cable-car rails, fallen leaves, utility covers and small particles moving quickly.
Midground: colorful Victorian houses, steep streets, cafés, trees, cable cars, fences, stone walls, staircases, construction scaffolding and occasional fantasy waterfalls moving at medium speed.
Background: enormous green hills mixed with recognizable San Francisco geography, dense neighborhoods, downtown skyscrapers, the Transamerica Pyramid, distant castle-like silhouettes, the Bay, the Golden Gate Bridge and enormous mountains beyond the city, moving slowly.
Very distant atmospheric layer: colorful California sky, enormous clouds, drifting coastal fog, distant birds and subtle atmospheric pixel animation.
Blend recognizable San Francisco architecture with a lush fantasy-adventure world. Victorian houses can sit beside ancient stone ruins. Cable-car tracks can wind through grassy hills. Waterfalls can descend beside city staircases. The Golden Gate Bridge can appear dramatically between mountains and fog.
Background pedestrians, cars, buildings and scenery are decorative only. Anything presented as an actual gameplay hazard must enter the hero’s exact physical running path and trigger a jump or duck.
HERO ANIMATION
Use a highly polished 8–12 frame running cycle with expressive movement, bouncing hair and clothing, an animated cape, scarf or jacket, natural arm and leg motion, and tiny dust particles appearing beneath the boots.
During gameplay, transition cleanly between:
RUN → JUMP → LAND → RUN → DUCK → RUN
Jump animations must visibly carry the hero completely over each ground obstacle. Duck animations must visibly lower the hero enough for airborne obstacles to pass directly over the character.
Keep the hero’s design, face, clothing, colors, proportions and sprite dimensions 100% consistent throughout every frame.
SCORE AND GAME UI
Include a small, authentic retro-game score counter in the upper-right corner.
The score continuously increases as the hero survives and travels farther. Use a simple pixel font and numbers, such as:
SCORE 004820
The score should visibly increase during gameplay. Keep the interface minimal so it feels like an actual endless-runner game rather than a cinematic animation.
Do not add menus, tutorial text, dialogue boxes or unnecessary interface elements.
MUSIC AND SOUND
Include energetic retro video-game music throughout the gameplay.
The soundtrack should sound like a polished SNES / early PlayStation-era adventure game: upbeat, catchy and energetic, with chiptune-inspired synths, punchy retro drums, melodic bass and a bright adventurous lead melody.
Add synchronized retro sound effects:
\\* Soft rhythmic footsteps while running.
\\* A short arcade-style jump sound whenever the hero jumps.
\\* A quick swoosh during ducking.
\\* Landing sound when the hero touches the ground.
\\* Drone buzzing as drones approach.
\\* Pigeon wing flaps.
\\* Small environmental sounds for passing cable cars or city activity.
\\* A subtle score or point sound after successfully clearing an obstacle.
Music should remain the dominant audio layer, with sound effects mixed cleanly underneath.
PIXEL-ART REQUIREMENTS
Crisp hand-crafted pixel art with clearly visible individual pixels, a limited retro color palette and extremely detailed sprite work.
The visual quality should resemble a premium modern indie pixel-art platformer, combining nostalgic SNES / PlayStation-era game art with highly polished modern animation.
Use detailed environmental pixel art, expressive sprite animation, colorful lighting and rich parallax depth.
Absolutely no 3D rendering, no vector graphics, no smooth painted edges, no realistic textures, no motion blur and no anti-aliased artwork.
Everything on screen must look intentionally drawn as pixel art.
CAMERA
Classic side-view 2D platformer perspective.
Fixed camera height.
Smooth horizontal tracking.
No zooming.
No cuts.
No camera rotation.
The hero remains approximately centered while the environment moves continuously from right to left.
Obstacles always approach from the right and cross the hero’s exact running line.
Never allow the hero to avoid an obstacle simply because it passes in the foreground or background. If it is a gameplay obstacle, the hero must jump over it or duck underneath it.
OVERALL FEEL
Make the game feel like a beautiful fantasy-adventure platformer crossed with a simple offline endless runner, except the entire world is a playful pixel-art interpretation of San Francisco.
Prioritize readable gameplay, detailed scenery, satisfying running animation, clear jumps and ducks, recognizable San Francisco details, a continuously increasing score, and catchy retro game music.
Format: 16:9 widescreen, side-scrolling 2D gameplay, 60 FPS if supported, continuous gameplay, retro soundtrack and sound effects, minimal score HUD, no logos.
Use a product image and a focused brief to explore a reveal, a camera move or a change in light. Compare candidate shots before choosing an insert for a product video; check the product details before publication.
Short advertising inserts
Plan a single visual beat such as an object entering the frame or a character reacting. Build a small set of clips for an existing edit, then handle captions, brand marks and the final cut in your production workflow.
Storyboard and concept shots
Convert a written scene into a moving concept: establish the setting, show the action and end on a useful composition. Keep characters and locations explicit across separate tasks, and review continuity when assembling the sequence.
Dialogue scene exploration
Write a brief exchange together with the characters, setting and camera direction. Review the returned picture and sound before using the scene; a spoken line in a prompt does not establish exact dialogue or timing control.
Stylized game trailers
Describe pixel art, a side-scrolling camera or an animated environment to make a visual concept for a trailer. Treat the result as footage for your edit, with gameplay logic and interactive features implemented separately.
Portraits with an emotional beat
Give a character a visible action, a change in expression and an ending. A greeting, a pause or a farewell can provide a short narrative moment for an editorial or story sequence without asking one task to carry the entire film.
How to use the MiniMax H3 Max API
Create an account and API key, configure Max, submit a video task, retrieve the result and connect the asynchronous flow to your application.
Open the Dashboard
Sign up or sign in to open the Dashboard. Check your balance and open the credits page if you need to add funds.
Choose Max when your scene can start from text or one to two images and your delivery target is 480P or 768P. This keeps the request focused on the scene rather than a large collection of reference files.
A clear comparison with Max Turbo
Compare Max and Max Turbo using the same duration, resolution and accepted output requirements. Price the same task before choosing; a lower price alone cannot establish that two outputs have the same sound or satisfy the same creative brief.
A defined handoff into your own edit
The async task flow gives your application a task ID and a result to retrieve when generation succeeds. Keep submission, result review and editing as separate steps so a failed or unsuitable clip can be revised before it reaches your audience.
MiniMax H3 Max API questions
MiniMax H3 Max is a video model jointly released by MiniMax and fal, post-trained by fal Research from H3’s open weights. BeatAPI offers Max and Turbo options for text or first/last-frame shots at 480P or 768P. Select an option to see its exact API ID, price and native task documentation. The request IDs are minimax-h3-max and minimax-h3-max-turbo.
Explore more APIs
Connect MiniMax H3 Max with other production-ready APIs in the Beat API catalog.