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  1. prompts/long_video/long30-001-forest-long-return/follow/colored-obb/system_w0.txt +1 -0
  2. prompts/long_video/long30-001-forest-long-return/follow/colored-obb/system_wn.txt +1 -0
  3. prompts/long_video/long30-001-forest-long-return/follow/colored-obb/win0.txt +34 -0
  4. prompts/long_video/long30-001-forest-long-return/follow/colored-obb/win1.txt +34 -0
  5. prompts/long_video/long30-001-forest-long-return/follow/colored-obb/win2.txt +34 -0
  6. prompts/long_video/long30-001-forest-long-return/follow/colored-obb/win3.txt +34 -0
  7. prompts/long_video/long30-001-forest-long-return/follow/colored-obb/win4.txt +33 -0
  8. prompts/long_video/long30-001-forest-long-return/follow/colored-obb/win5.txt +31 -0
  9. prompts/long_video/long30-001-forest-long-return/follow/colored-obb/win6.txt +31 -0
  10. prompts/long_video/long30-001-forest-long-return/follow/colored-obb/win7.txt +32 -0
  11. prompts/long_video/long30-001-forest-long-return/follow/mixed/prompts.cwm.READY.json +25 -0
  12. prompts/long_video/long30-001-forest-long-return/follow/white/prompts.c2r.json +96 -0
  13. prompts/long_video/long30-004-mountain-long-return/first-person/colored-obb/system_w0.txt +1 -0
  14. prompts/long_video/long30-004-mountain-long-return/first-person/colored-obb/system_wn.txt +1 -0
  15. prompts/long_video/long30-004-mountain-long-return/first-person/colored-obb/win0.txt +33 -0
  16. prompts/long_video/long30-004-mountain-long-return/first-person/colored-obb/win1.txt +33 -0
  17. prompts/long_video/long30-004-mountain-long-return/first-person/colored-obb/win2.txt +33 -0
  18. prompts/long_video/long30-004-mountain-long-return/first-person/colored-obb/win3.txt +33 -0
  19. prompts/long_video/long30-004-mountain-long-return/first-person/colored-obb/win4.txt +31 -0
  20. prompts/long_video/long30-004-mountain-long-return/first-person/colored-obb/win5.txt +31 -0
  21. prompts/long_video/long30-004-mountain-long-return/first-person/colored-obb/win6.txt +31 -0
  22. prompts/long_video/long30-004-mountain-long-return/first-person/colored-obb/win7.txt +32 -0
  23. prompts/long_video/long30-004-mountain-long-return/first-person/mixed/prompts.cwm.READY.json +25 -0
  24. prompts/long_video/long30-004-mountain-long-return/first-person/white/prompts.c2r.json +96 -0
  25. prompts/long_video/long30-005-desert-long-bends/first-person/colored-obb/system_w0.txt +1 -0
  26. prompts/long_video/long30-005-desert-long-bends/first-person/colored-obb/system_wn.txt +1 -0
  27. prompts/long_video/long30-005-desert-long-bends/first-person/colored-obb/win0.txt +33 -0
  28. prompts/long_video/long30-005-desert-long-bends/first-person/colored-obb/win1.txt +33 -0
  29. prompts/long_video/long30-005-desert-long-bends/first-person/colored-obb/win2.txt +33 -0
  30. prompts/long_video/long30-005-desert-long-bends/first-person/colored-obb/win3.txt +33 -0
  31. prompts/long_video/long30-005-desert-long-bends/first-person/colored-obb/win4.txt +33 -0
  32. prompts/long_video/long30-005-desert-long-bends/first-person/colored-obb/win5.txt +33 -0
  33. prompts/long_video/long30-005-desert-long-bends/first-person/colored-obb/win6.txt +33 -0
  34. prompts/long_video/long30-005-desert-long-bends/first-person/colored-obb/win7.txt +34 -0
  35. prompts/long_video/long30-005-desert-long-bends/first-person/mixed/prompts.cwm.READY.json +25 -0
  36. prompts/long_video/long30-005-desert-long-bends/first-person/white/prompts.c2r.json +86 -0
  37. prompts/long_video/long30-006-snow-long-pause-look/first-person/colored-obb/system_w0.txt +1 -0
  38. prompts/long_video/long30-006-snow-long-pause-look/first-person/colored-obb/system_wn.txt +1 -0
  39. prompts/long_video/long30-006-snow-long-pause-look/first-person/colored-obb/win0.txt +33 -0
  40. prompts/long_video/long30-006-snow-long-pause-look/first-person/colored-obb/win1.txt +33 -0
  41. prompts/long_video/long30-006-snow-long-pause-look/first-person/colored-obb/win2.txt +33 -0
  42. prompts/long_video/long30-006-snow-long-pause-look/first-person/colored-obb/win3.txt +33 -0
  43. prompts/long_video/long30-006-snow-long-pause-look/first-person/colored-obb/win4.txt +33 -0
  44. prompts/long_video/long30-006-snow-long-pause-look/first-person/colored-obb/win5.txt +33 -0
  45. prompts/long_video/long30-006-snow-long-pause-look/first-person/colored-obb/win6.txt +33 -0
  46. prompts/long_video/long30-006-snow-long-pause-look/first-person/colored-obb/win7.txt +34 -0
  47. prompts/long_video/long30-006-snow-long-pause-look/first-person/mixed/prompts.cwm.READY.json +25 -0
  48. prompts/long_video/long30-006-snow-long-pause-look/first-person/white/prompts.c2r.json +96 -0
  49. prompts/long_video/long30-012-tunnel-long-pause-look/first-person/colored-obb/system_w0.txt +1 -0
  50. prompts/long_video/long30-012-tunnel-long-pause-look/first-person/colored-obb/system_wn.txt +1 -0
prompts/long_video/long30-001-forest-long-return/follow/colored-obb/system_w0.txt ADDED
@@ -0,0 +1 @@
 
 
1
+ AWM_PROXY_CONTROL. <Video 1> controls exact current camera, geometry, subject visibility, root motion and facing. Proxy colors are identity tags, not target surfaces. Materialize each visible entity once in its occupied region. No proxy boxes, outlines, white front marks or interface overlays. <Picture 1> supplies appearance and the locked initial frame. Start at that state and follow the current reference throughout this window.
prompts/long_video/long30-001-forest-long-return/follow/colored-obb/system_wn.txt ADDED
@@ -0,0 +1 @@
 
 
1
+ AWM_PROXY_CONTROL. <Video 1> controls exact current camera, geometry, subject visibility, root motion and facing. Proxy colors are identity tags, not target surfaces. Materialize each visible entity once in its occupied region. No proxy boxes, outlines, white front marks or interface overlays. No appearance image is supplied in this continuation. Preserve identity from the generated prefix. The first34 frames are the locked end of the preceding window; continue without restarting, freezing or returning to an old camera composition.
prompts/long_video/long30-001-forest-long-return/follow/colored-obb/win0.txt ADDED
@@ -0,0 +1,34 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. This is the opening window.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: A realistic temperate woodland in soft daylight filtered through the canopy: rough bark, leaf litter, moss, packed earth trails and weathered timber, with natural human anatomy, believable scale and detailed physical materials.
14
+
15
+ The protagonist is a field explorer with long braided dark hair, wearing a khaki field shirt with rolled sleeves, olive cargo trousers, and brown leather boots. The independent participant B is a hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is winding temperate forest trails, large trunks and fallen timber. Preserve the reference spacing, masses and open routes. The camera follows the recorded third-person path of the conditioning reference with its fixed 60-degree vertical field of view. Early-morning low sun streams through the canopy from the left, casting long, soft shadows across the mossy floor and illuminating the scene with a warm, golden glow. Trees stand only where the conditioning reference shows them. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–2.500000s: The protagonist walks forward along the route; the protagonist moves about 3 metres along its route.; 2.500000–5.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about 3 metres along its route.; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ independent participant C (participant-c, identity tag #f736df): visible only during [0.000000,5.166667)s.
25
+ independent participant B (participant-b, identity tag #a7f736): visible only during [0.000000,5.166667)s.
26
+ independent participant D (participant-d, identity tag #36f7d6): visible only during [0.000000,5.166667)s.
27
+ the protagonist (player, identity tag #366ef7): visible only during [0.000000,5.166667)s.
28
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
29
+
30
+ overall_soundscape:
31
+ N/A
32
+
33
+ non_diegetic_music:
34
+ N/A
prompts/long_video/long30-001-forest-long-return/follow/colored-obb/win1.txt ADDED
@@ -0,0 +1,34 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: A realistic temperate woodland in soft daylight filtered through the canopy: rough bark, leaf litter, moss, packed earth trails and weathered timber, with natural human anatomy, believable scale and detailed physical materials.
14
+
15
+ The protagonist is a field explorer with long braided dark hair, wearing a khaki field shirt with rolled sleeves, olive cargo trousers, and brown leather boots. The independent participant B is a hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is winding temperate forest trails, large trunks and fallen timber. Preserve the reference spacing, masses and open routes. The camera follows the recorded third-person path of the conditioning reference with its fixed 60-degree vertical field of view. Early-morning low sun streams through the canopy from the left, casting long, soft shadows across the mossy floor and illuminating the scene with a warm, golden glow. Trees stand only where the conditioning reference shows them. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000–2.500000s: The protagonist walks forward along the route; the protagonist moves about 3 metres along its route.; 2.500000–5.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about 3 metres along its route.; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ independent participant C (participant-c, identity tag #f736df): visible only during [0.000000,5.166667)s.
25
+ independent participant B (participant-b, identity tag #a7f736): visible only during [0.000000,5.166667)s.
26
+ independent participant D (participant-d, identity tag #36f7d6): visible only during [0.000000,5.166667)s.
27
+ the protagonist (player, identity tag #366ef7): visible only during [0.000000,5.166667)s.
28
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
29
+
30
+ overall_soundscape:
31
+ N/A
32
+
33
+ non_diegetic_music:
34
+ N/A
prompts/long_video/long30-001-forest-long-return/follow/colored-obb/win2.txt ADDED
@@ -0,0 +1,34 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: A realistic temperate woodland in soft daylight filtered through the canopy: rough bark, leaf litter, moss, packed earth trails and weathered timber, with natural human anatomy, believable scale and detailed physical materials.
14
+
15
+ The protagonist is a field explorer with long braided dark hair, wearing a khaki field shirt with rolled sleeves, olive cargo trousers, and brown leather boots. The independent participant B is a hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is winding temperate forest trails, large trunks and fallen timber. Preserve the reference spacing, masses and open routes. The camera follows the recorded third-person path of the conditioning reference with its fixed 60-degree vertical field of view. Early-morning low sun streams through the canopy from the left, casting long, soft shadows across the mossy floor and illuminating the scene with a warm, golden glow. Trees stand only where the conditioning reference shows them. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000–2.470000s: The protagonist walks forward along the route; the protagonist moves about 3 metres along its route.; 2.470000–5.000000s: The protagonist turns round and walks back along the route; the protagonist moves about one and a half metres along its route.; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ independent participant C (participant-c, identity tag #f736df): visible only during [0.000000,5.166667)s.
25
+ independent participant B (participant-b, identity tag #a7f736): visible only during [0.000000,5.166667)s.
26
+ independent participant D (participant-d, identity tag #36f7d6): visible only during [0.000000,5.166667)s.
27
+ the protagonist (player, identity tag #366ef7): visible only during [0.000000,5.166667)s.
28
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
29
+
30
+ overall_soundscape:
31
+ N/A
32
+
33
+ non_diegetic_music:
34
+ N/A
prompts/long_video/long30-001-forest-long-return/follow/colored-obb/win3.txt ADDED
@@ -0,0 +1,34 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: A realistic temperate woodland in soft daylight filtered through the canopy: rough bark, leaf litter, moss, packed earth trails and weathered timber, with natural human anatomy, believable scale and detailed physical materials.
14
+
15
+ The protagonist is a field explorer with long braided dark hair, wearing a khaki field shirt with rolled sleeves, olive cargo trousers, and brown leather boots. The independent participant B is a hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is winding temperate forest trails, large trunks and fallen timber. Preserve the reference spacing, masses and open routes. The camera follows the recorded third-person path of the conditioning reference with its fixed 60-degree vertical field of view. Early-morning low sun streams through the canopy from the left, casting long, soft shadows across the mossy floor and illuminating the scene with a warm, golden glow. Trees stand only where the conditioning reference shows them. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000–2.500000s: The protagonist turns round and walks back along the route; the protagonist moves about a metre along its route.; 2.500000–5.000000s: The protagonist keeps going through the same turn and return stretch; the protagonist moves about half a metre along its route.; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ independent participant C (participant-c, identity tag #f736df): visible only during [0.000000,3.833333)s.
25
+ independent participant B (participant-b, identity tag #a7f736): visible only during [0.000000,3.625000)s, [4.416667,5.166667)s.
26
+ independent participant D (participant-d, identity tag #36f7d6): visible only during [0.000000,3.333333)s.
27
+ the protagonist (player, identity tag #366ef7): visible only during [0.000000,5.166667)s.
28
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
29
+
30
+ overall_soundscape:
31
+ N/A
32
+
33
+ non_diegetic_music:
34
+ N/A
prompts/long_video/long30-001-forest-long-return/follow/colored-obb/win4.txt ADDED
@@ -0,0 +1,33 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: A realistic temperate woodland in soft daylight filtered through the canopy: rough bark, leaf litter, moss, packed earth trails and weathered timber, with natural human anatomy, believable scale and detailed physical materials.
14
+
15
+ The protagonist is a field explorer with long braided dark hair, wearing a khaki field shirt with rolled sleeves, olive cargo trousers, and brown leather boots. The independent participant B is a hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is winding temperate forest trails, large trunks and fallen timber. Preserve the reference spacing, masses and open routes. The camera follows the recorded third-person path of the conditioning reference with its fixed 60-degree vertical field of view. Early-morning low sun streams through the canopy from the left, casting long, soft shadows across the mossy floor and illuminating the scene with a warm, golden glow. Trees stand only where the conditioning reference shows them. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000–2.500000s: The protagonist turns round and walks back along the route; the protagonist moves about a metre along its route.; 2.500000–5.000000s: The protagonist keeps going through the same turn and return stretch; the protagonist moves about one and a half metres along its route.; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ independent participant C (participant-c, identity tag #f736df): visible only during [0.000000,0.083333)s.
25
+ the protagonist (player, identity tag #366ef7): visible only during [0.000000,5.166667)s.
26
+ independent participant B (participant-b, identity tag #a7f736): visible only during [0.666667,2.083333)s.
27
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
28
+
29
+ overall_soundscape:
30
+ N/A
31
+
32
+ non_diegetic_music:
33
+ N/A
prompts/long_video/long30-001-forest-long-return/follow/colored-obb/win5.txt ADDED
@@ -0,0 +1,31 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: A realistic temperate woodland in soft daylight filtered through the canopy: rough bark, leaf litter, moss, packed earth trails and weathered timber, with natural human anatomy, believable scale and detailed physical materials.
14
+
15
+ The protagonist is a field explorer with long braided dark hair, wearing a khaki field shirt with rolled sleeves, olive cargo trousers, and brown leather boots. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is winding temperate forest trails, large trunks and fallen timber. Preserve the reference spacing, masses and open routes. The camera follows the recorded third-person path of the conditioning reference with its fixed 60-degree vertical field of view. Early-morning low sun streams through the canopy from the left, casting long, soft shadows across the mossy floor and illuminating the scene with a warm, golden glow. Trees stand only where the conditioning reference shows them. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000–1.200000s: The protagonist turns round and walks back along the route; the protagonist moves about a metre along its route.; 1.200000–5.000000s: The protagonist walks forward along the route; the protagonist moves about 4 metres along its route.; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ the protagonist (player, identity tag #366ef7): visible only during [0.000000,5.166667)s.
25
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
26
+
27
+ overall_soundscape:
28
+ N/A
29
+
30
+ non_diegetic_music:
31
+ N/A
prompts/long_video/long30-001-forest-long-return/follow/colored-obb/win6.txt ADDED
@@ -0,0 +1,31 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: A realistic temperate woodland in soft daylight filtered through the canopy: rough bark, leaf litter, moss, packed earth trails and weathered timber, with natural human anatomy, believable scale and detailed physical materials.
14
+
15
+ The protagonist is a field explorer with long braided dark hair, wearing a khaki field shirt with rolled sleeves, olive cargo trousers, and brown leather boots. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is winding temperate forest trails, large trunks and fallen timber. Preserve the reference spacing, masses and open routes. The camera follows the recorded third-person path of the conditioning reference with its fixed 60-degree vertical field of view. Early-morning low sun streams through the canopy from the left, casting long, soft shadows across the mossy floor and illuminating the scene with a warm, golden glow. Trees stand only where the conditioning reference shows them. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000–2.500000s: The protagonist walks forward along the route; the protagonist moves about 3 metres along its route.; 2.500000–5.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about 3 metres along its route.; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ the protagonist (player, identity tag #366ef7): visible only during [0.000000,5.166667)s.
25
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
26
+
27
+ overall_soundscape:
28
+ N/A
29
+
30
+ non_diegetic_music:
31
+ N/A
prompts/long_video/long30-001-forest-long-return/follow/colored-obb/win7.txt ADDED
@@ -0,0 +1,32 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: A realistic temperate woodland in soft daylight filtered through the canopy: rough bark, leaf litter, moss, packed earth trails and weathered timber, with natural human anatomy, believable scale and detailed physical materials.
14
+
15
+ The protagonist is a field explorer with long braided dark hair, wearing a khaki field shirt with rolled sleeves, olive cargo trousers, and brown leather boots. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is winding temperate forest trails, large trunks and fallen timber. Preserve the reference spacing, masses and open routes. The camera follows the recorded third-person path of the conditioning reference with its fixed 60-degree vertical field of view. Early-morning low sun streams through the canopy from the left, casting long, soft shadows across the mossy floor and illuminating the scene with a warm, golden glow. Trees stand only where the conditioning reference shows them. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 1.420000–3.750000s: The protagonist carries on with the recorded movement of the conditioning reference; 3.750000–5.166667s: The recording has ended: everyone holds the final pose and position and the camera holds its final pose.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ the protagonist (player, identity tag #366ef7): visible only during [0.000000,5.166667)s.
25
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
26
+ Only the source ends at local 3.750000 seconds in this final window; the remaining 1.416667 seconds are tail padding and will not be delivered.
27
+
28
+ overall_soundscape:
29
+ N/A
30
+
31
+ non_diegetic_music:
32
+ N/A
prompts/long_video/long30-001-forest-long-return/follow/mixed/prompts.cwm.READY.json ADDED
@@ -0,0 +1,25 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
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+ "method": "cwm",
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+ "sample": "long30-001-forest-long-return__follow",
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+ "scene_number": "001",
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+ "camera": "follow",
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+ "style": "realistic",
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+ "steps": 20,
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+ "windows": 8,
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+ "window_frames": 124,
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+ "stride": 90,
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+ "overlap": 34,
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+ "deliver": 720,
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+ "fps": 24,
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+ "seed": 20260909,
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+ "prompts": [
16
+ "Appearance and scene:\n\nRendering style of the whole frame: A realistic temperate woodland in soft daylight filtered through the canopy: rough bark, leaf litter, moss, packed earth trails and weathered timber, with natural human anatomy, believable scale and detailed physical materials.\n\nThe protagonist is a field explorer with long braided dark hair, wearing a khaki field shirt with rolled sleeves, olive cargo trousers, and brown leather boots. The independent participant B is a hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is winding temperate forest trails, large trunks and fallen timber. Preserve the reference spacing, masses and open routes. The camera follows the recorded third-person path of the conditioning reference with its fixed 60-degree vertical field of view. Early-morning low sun streams through the canopy from the left, casting long, soft shadows across the mossy floor and illuminating the scene with a warm, golden glow. Trees stand only where the conditioning reference shows them. \n\nProtagonist action timeline:\n\n0.000000\u20132.500000s: The protagonist walks forward along the route; the protagonist moves about 3 metres along its route.; 2.500000\u20135.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about 3 metres along its route.; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
17
+ "Appearance and scene:\n\nRendering style of the whole frame: A realistic temperate woodland in soft daylight filtered through the canopy: rough bark, leaf litter, moss, packed earth trails and weathered timber, with natural human anatomy, believable scale and detailed physical materials.\n\nThe protagonist is a field explorer with long braided dark hair, wearing a khaki field shirt with rolled sleeves, olive cargo trousers, and brown leather boots. The independent participant B is a hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is winding temperate forest trails, large trunks and fallen timber. Preserve the reference spacing, masses and open routes. The camera follows the recorded third-person path of the conditioning reference with its fixed 60-degree vertical field of view. Early-morning low sun streams through the canopy from the left, casting long, soft shadows across the mossy floor and illuminating the scene with a warm, golden glow. Trees stand only where the conditioning reference shows them. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000\u20132.500000s: The protagonist walks forward along the route; the protagonist moves about 3 metres along its route.; 2.500000\u20135.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about 3 metres along its route.; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
18
+ "Appearance and scene:\n\nRendering style of the whole frame: A realistic temperate woodland in soft daylight filtered through the canopy: rough bark, leaf litter, moss, packed earth trails and weathered timber, with natural human anatomy, believable scale and detailed physical materials.\n\nThe protagonist is a field explorer with long braided dark hair, wearing a khaki field shirt with rolled sleeves, olive cargo trousers, and brown leather boots. The independent participant B is a hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is winding temperate forest trails, large trunks and fallen timber. Preserve the reference spacing, masses and open routes. The camera follows the recorded third-person path of the conditioning reference with its fixed 60-degree vertical field of view. Early-morning low sun streams through the canopy from the left, casting long, soft shadows across the mossy floor and illuminating the scene with a warm, golden glow. Trees stand only where the conditioning reference shows them. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000\u20132.470000s: The protagonist walks forward along the route; the protagonist moves about 3 metres along its route.; 2.470000\u20135.000000s: The protagonist turns round and walks back along the route; the protagonist moves about one and a half metres along its route.; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
19
+ "Appearance and scene:\n\nRendering style of the whole frame: A realistic temperate woodland in soft daylight filtered through the canopy: rough bark, leaf litter, moss, packed earth trails and weathered timber, with natural human anatomy, believable scale and detailed physical materials.\n\nThe protagonist is a field explorer with long braided dark hair, wearing a khaki field shirt with rolled sleeves, olive cargo trousers, and brown leather boots. The independent participant B is a hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is winding temperate forest trails, large trunks and fallen timber. Preserve the reference spacing, masses and open routes. The camera follows the recorded third-person path of the conditioning reference with its fixed 60-degree vertical field of view. Early-morning low sun streams through the canopy from the left, casting long, soft shadows across the mossy floor and illuminating the scene with a warm, golden glow. Trees stand only where the conditioning reference shows them. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000\u20132.500000s: The protagonist turns round and walks back along the route; the protagonist moves about a metre along its route.; 2.500000\u20135.000000s: The protagonist keeps going through the same turn and return stretch; the protagonist moves about half a metre along its route.; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
20
+ "Appearance and scene:\n\nRendering style of the whole frame: A realistic temperate woodland in soft daylight filtered through the canopy: rough bark, leaf litter, moss, packed earth trails and weathered timber, with natural human anatomy, believable scale and detailed physical materials.\n\nThe protagonist is a field explorer with long braided dark hair, wearing a khaki field shirt with rolled sleeves, olive cargo trousers, and brown leather boots. The independent participant B is a hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is winding temperate forest trails, large trunks and fallen timber. Preserve the reference spacing, masses and open routes. The camera follows the recorded third-person path of the conditioning reference with its fixed 60-degree vertical field of view. Early-morning low sun streams through the canopy from the left, casting long, soft shadows across the mossy floor and illuminating the scene with a warm, golden glow. Trees stand only where the conditioning reference shows them. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000\u20132.500000s: The protagonist turns round and walks back along the route; the protagonist moves about a metre along its route.; 2.500000\u20135.000000s: The protagonist keeps going through the same turn and return stretch; the protagonist moves about one and a half metres along its route.; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
21
+ "Appearance and scene:\n\nRendering style of the whole frame: A realistic temperate woodland in soft daylight filtered through the canopy: rough bark, leaf litter, moss, packed earth trails and weathered timber, with natural human anatomy, believable scale and detailed physical materials.\n\nThe protagonist is a field explorer with long braided dark hair, wearing a khaki field shirt with rolled sleeves, olive cargo trousers, and brown leather boots. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is winding temperate forest trails, large trunks and fallen timber. Preserve the reference spacing, masses and open routes. The camera follows the recorded third-person path of the conditioning reference with its fixed 60-degree vertical field of view. Early-morning low sun streams through the canopy from the left, casting long, soft shadows across the mossy floor and illuminating the scene with a warm, golden glow. Trees stand only where the conditioning reference shows them. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000\u20131.200000s: The protagonist turns round and walks back along the route; the protagonist moves about a metre along its route.; 1.200000\u20135.000000s: The protagonist walks forward along the route; the protagonist moves about 4 metres along its route.; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
22
+ "Appearance and scene:\n\nRendering style of the whole frame: A realistic temperate woodland in soft daylight filtered through the canopy: rough bark, leaf litter, moss, packed earth trails and weathered timber, with natural human anatomy, believable scale and detailed physical materials.\n\nThe protagonist is a field explorer with long braided dark hair, wearing a khaki field shirt with rolled sleeves, olive cargo trousers, and brown leather boots. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is winding temperate forest trails, large trunks and fallen timber. Preserve the reference spacing, masses and open routes. The camera follows the recorded third-person path of the conditioning reference with its fixed 60-degree vertical field of view. Early-morning low sun streams through the canopy from the left, casting long, soft shadows across the mossy floor and illuminating the scene with a warm, golden glow. Trees stand only where the conditioning reference shows them. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000\u20132.500000s: The protagonist walks forward along the route; the protagonist moves about 3 metres along its route.; 2.500000\u20135.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about 3 metres along its route.; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
23
+ "Appearance and scene:\n\nRendering style of the whole frame: A realistic temperate woodland in soft daylight filtered through the canopy: rough bark, leaf litter, moss, packed earth trails and weathered timber, with natural human anatomy, believable scale and detailed physical materials.\n\nThe protagonist is a field explorer with long braided dark hair, wearing a khaki field shirt with rolled sleeves, olive cargo trousers, and brown leather boots. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is winding temperate forest trails, large trunks and fallen timber. Preserve the reference spacing, masses and open routes. The camera follows the recorded third-person path of the conditioning reference with its fixed 60-degree vertical field of view. Early-morning low sun streams through the canopy from the left, casting long, soft shadows across the mossy floor and illuminating the scene with a warm, golden glow. Trees stand only where the conditioning reference shows them. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 1.420000\u20133.750000s: The protagonist carries on with the recorded movement of the conditioning reference; 3.750000\u20135.166667s: The recording has ended: everyone holds the final pose and position and the camera holds its final pose.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n"
24
+ ]
25
+ }
prompts/long_video/long30-001-forest-long-return/follow/white/prompts.c2r.json ADDED
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+ {
90
+ "t0": 19.95,
91
+ "t1": 25.0,
92
+ "window": 5
93
+ }
94
+ ]
95
+ }
96
+ ]
prompts/long_video/long30-004-mountain-long-return/first-person/colored-obb/system_w0.txt ADDED
@@ -0,0 +1 @@
 
 
1
+ AWM_PROXY_CONTROL. <Video 1> controls exact current camera, geometry, subject visibility, root motion and facing. Proxy colors are identity tags, not target surfaces. Materialize each visible entity once in its occupied region. No proxy boxes, outlines, white front marks or interface overlays. <Picture 1> supplies appearance and the locked initial frame. Start at that state and follow the current reference throughout this window.
prompts/long_video/long30-004-mountain-long-return/first-person/colored-obb/system_wn.txt ADDED
@@ -0,0 +1 @@
 
 
1
+ AWM_PROXY_CONTROL. <Video 1> controls exact current camera, geometry, subject visibility, root motion and facing. Proxy colors are identity tags, not target surfaces. Materialize each visible entity once in its occupied region. No proxy boxes, outlines, white front marks or interface overlays. No appearance image is supplied in this continuation. Preserve identity from the generated prefix. The first34 frames are the locked end of the preceding window; continue without restarting, freezing or returning to an old camera composition.
prompts/long_video/long30-004-mountain-long-return/first-person/colored-obb/win0.txt ADDED
@@ -0,0 +1,33 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. This is the opening window.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: Painterly rendering, long-scroll ink look: stacked receding planes of hills, water and mist, tiny figures scaled against a vast landscape, graded grey washes with a few dark accents, hand-drawn edges instead of standard 3D shading, keeping the full 3D world and every recorded shape readable; monochrome black ink with a faint blue-green mineral tint on the peaks; diffuse overcast light; mist separating the ridges into layered depth planes; long sweeping wet brush strokes; most of the background left as empty paper; character design: small figures dwarfed by the surroundings; the whole frame must read as a flat hand-made painting on canvas or paper with visible medium texture - not a smooth 3D render, not a game screenshot, no cel-shaded 3D characters.
14
+
15
+ The independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing a ranger shirt, trousers, and boots. The independent participant C is a hiker with short dark hair, wearing a shell jacket, charcoal trousers, and hiking boots. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is a rocky mountain valley with rising paths, ledges, steep rock walls and a narrow gorge. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Diffuse, shadowless overcast light washes over the scene, creating a flat, even illumination that emphasizes the texture of the ink washes and the separation of the misty depth planes. The whole frame is one finished image in this look: Painterly rendering, long-scroll ink look. There are no buildings or ruins in this clip. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–2.500000s: The protagonist walks forward along the route; the protagonist moves about 3 metres along its route, rises about half a metre.; 2.500000–5.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about 3 metres along its route, rises about half a metre.; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ independent participant C (participant-c, identity tag #f736df): visible only during [0.000000,5.166667)s.
25
+ independent participant B (participant-b, identity tag #a7f736): visible only during [0.000000,5.166667)s.
26
+ independent participant D (participant-d, identity tag #36f7d6): visible only during [0.000000,5.166667)s.
27
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
28
+
29
+ overall_soundscape:
30
+ N/A
31
+
32
+ non_diegetic_music:
33
+ N/A
prompts/long_video/long30-004-mountain-long-return/first-person/colored-obb/win1.txt ADDED
@@ -0,0 +1,33 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: Painterly rendering, long-scroll ink look: stacked receding planes of hills, water and mist, tiny figures scaled against a vast landscape, graded grey washes with a few dark accents, hand-drawn edges instead of standard 3D shading, keeping the full 3D world and every recorded shape readable; monochrome black ink with a faint blue-green mineral tint on the peaks; diffuse overcast light; mist separating the ridges into layered depth planes; long sweeping wet brush strokes; most of the background left as empty paper; character design: small figures dwarfed by the surroundings; the whole frame must read as a flat hand-made painting on canvas or paper with visible medium texture - not a smooth 3D render, not a game screenshot, no cel-shaded 3D characters.
14
+
15
+ The independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing a ranger shirt, trousers, and boots. The independent participant C is a hiker with short dark hair, wearing a shell jacket, charcoal trousers, and hiking boots. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is a rocky mountain valley with rising paths, ledges, steep rock walls and a narrow gorge. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Diffuse, shadowless overcast light washes over the scene, creating a flat, even illumination that emphasizes the texture of the ink washes and the separation of the misty depth planes. The whole frame is one finished image in this look: Painterly rendering, long-scroll ink look. There are no buildings or ruins in this clip. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000–2.500000s: The protagonist walks forward along the route; the protagonist moves about 3 metres along its route, rises about half a metre.; 2.500000–5.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about 3 metres along its route.; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ independent participant C (participant-c, identity tag #f736df): visible only during [0.000000,5.166667)s.
25
+ independent participant B (participant-b, identity tag #a7f736): visible only during [0.000000,5.166667)s.
26
+ independent participant D (participant-d, identity tag #36f7d6): visible only during [0.000000,5.166667)s.
27
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
28
+
29
+ overall_soundscape:
30
+ N/A
31
+
32
+ non_diegetic_music:
33
+ N/A
prompts/long_video/long30-004-mountain-long-return/first-person/colored-obb/win2.txt ADDED
@@ -0,0 +1,33 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: Painterly rendering, long-scroll ink look: stacked receding planes of hills, water and mist, tiny figures scaled against a vast landscape, graded grey washes with a few dark accents, hand-drawn edges instead of standard 3D shading, keeping the full 3D world and every recorded shape readable; monochrome black ink with a faint blue-green mineral tint on the peaks; diffuse overcast light; mist separating the ridges into layered depth planes; long sweeping wet brush strokes; most of the background left as empty paper; character design: small figures dwarfed by the surroundings; the whole frame must read as a flat hand-made painting on canvas or paper with visible medium texture - not a smooth 3D render, not a game screenshot, no cel-shaded 3D characters.
14
+
15
+ The independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing a ranger shirt, trousers, and boots. The independent participant C is a hiker with short dark hair, wearing a shell jacket, charcoal trousers, and hiking boots. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is a rocky mountain valley with rising paths, ledges, steep rock walls and a narrow gorge. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Diffuse, shadowless overcast light washes over the scene, creating a flat, even illumination that emphasizes the texture of the ink washes and the separation of the misty depth planes. The whole frame is one finished image in this look: Painterly rendering, long-scroll ink look. There are no buildings or ruins in this clip. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000–2.470000s: The protagonist walks forward along the route; the protagonist moves about 3 metres along its route.; 2.470000–5.000000s: The protagonist turns round and walks back along the route; the protagonist moves about one and a half metres along its route.; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ independent participant C (participant-c, identity tag #f736df): visible only during [0.000000,5.166667)s.
25
+ independent participant B (participant-b, identity tag #a7f736): visible only during [0.000000,5.166667)s.
26
+ independent participant D (participant-d, identity tag #36f7d6): visible only during [0.000000,5.166667)s.
27
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
28
+
29
+ overall_soundscape:
30
+ N/A
31
+
32
+ non_diegetic_music:
33
+ N/A
prompts/long_video/long30-004-mountain-long-return/first-person/colored-obb/win3.txt ADDED
@@ -0,0 +1,33 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: Painterly rendering, long-scroll ink look: stacked receding planes of hills, water and mist, tiny figures scaled against a vast landscape, graded grey washes with a few dark accents, hand-drawn edges instead of standard 3D shading, keeping the full 3D world and every recorded shape readable; monochrome black ink with a faint blue-green mineral tint on the peaks; diffuse overcast light; mist separating the ridges into layered depth planes; long sweeping wet brush strokes; most of the background left as empty paper; character design: small figures dwarfed by the surroundings; the whole frame must read as a flat hand-made painting on canvas or paper with visible medium texture - not a smooth 3D render, not a game screenshot, no cel-shaded 3D characters.
14
+
15
+ The independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing a ranger shirt, trousers, and boots. The independent participant C is a hiker with short dark hair, wearing a shell jacket, charcoal trousers, and hiking boots. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is a rocky mountain valley with rising paths, ledges, steep rock walls and a narrow gorge. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Diffuse, shadowless overcast light washes over the scene, creating a flat, even illumination that emphasizes the texture of the ink washes and the separation of the misty depth planes. The whole frame is one finished image in this look: Painterly rendering, long-scroll ink look. There are no buildings or ruins in this clip. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000–2.500000s: The protagonist turns round and walks back along the route; the protagonist moves about a metre along its route.; 2.500000–5.000000s: The protagonist keeps going through the same turn and return stretch; the protagonist moves about half a metre along its route.; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ independent participant C (participant-c, identity tag #f736df): visible only during [0.000000,3.500000)s.
25
+ independent participant B (participant-b, identity tag #a7f736): visible only during [0.000000,2.166667)s.
26
+ independent participant D (participant-d, identity tag #36f7d6): visible only during [0.000000,3.083333)s.
27
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
28
+
29
+ overall_soundscape:
30
+ N/A
31
+
32
+ non_diegetic_music:
33
+ N/A
prompts/long_video/long30-004-mountain-long-return/first-person/colored-obb/win4.txt ADDED
@@ -0,0 +1,31 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: Painterly rendering, long-scroll ink look: stacked receding planes of hills, water and mist, tiny figures scaled against a vast landscape, graded grey washes with a few dark accents, hand-drawn edges instead of standard 3D shading, keeping the full 3D world and every recorded shape readable; monochrome black ink with a faint blue-green mineral tint on the peaks; diffuse overcast light; mist separating the ridges into layered depth planes; long sweeping wet brush strokes; most of the background left as empty paper; character design: small figures dwarfed by the surroundings; the whole frame must read as a flat hand-made painting on canvas or paper with visible medium texture - not a smooth 3D render, not a game screenshot, no cel-shaded 3D characters.
14
+
15
+ No described person or object is visible in this window. Do not add any.
16
+
17
+ The setting is a rocky mountain valley with rising paths, ledges, steep rock walls and a narrow gorge. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Diffuse, shadowless overcast light washes over the scene, creating a flat, even illumination that emphasizes the texture of the ink washes and the separation of the misty depth planes. The whole frame is one finished image in this look: Painterly rendering, long-scroll ink look. There are no trees in this clip. There are no buildings or ruins in this clip. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000–2.500000s: The protagonist turns round and walks back along the route; the protagonist moves about a metre along its route.; 2.500000–5.000000s: The protagonist keeps going through the same turn and return stretch; the protagonist moves about one and a half metres along its route.; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+
25
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
26
+
27
+ overall_soundscape:
28
+ N/A
29
+
30
+ non_diegetic_music:
31
+ N/A
prompts/long_video/long30-004-mountain-long-return/first-person/colored-obb/win5.txt ADDED
@@ -0,0 +1,31 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: Painterly rendering, long-scroll ink look: stacked receding planes of hills, water and mist, tiny figures scaled against a vast landscape, graded grey washes with a few dark accents, hand-drawn edges instead of standard 3D shading, keeping the full 3D world and every recorded shape readable; monochrome black ink with a faint blue-green mineral tint on the peaks; diffuse overcast light; mist separating the ridges into layered depth planes; long sweeping wet brush strokes; most of the background left as empty paper; character design: small figures dwarfed by the surroundings; the whole frame must read as a flat hand-made painting on canvas or paper with visible medium texture - not a smooth 3D render, not a game screenshot, no cel-shaded 3D characters.
14
+
15
+ No described person or object is visible in this window. Do not add any.
16
+
17
+ The setting is a rocky mountain valley with rising paths, ledges, steep rock walls and a narrow gorge. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Diffuse, shadowless overcast light washes over the scene, creating a flat, even illumination that emphasizes the texture of the ink washes and the separation of the misty depth planes. The whole frame is one finished image in this look: Painterly rendering, long-scroll ink look. There are no trees in this clip. There are no buildings or ruins in this clip. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000–1.200000s: The protagonist turns round and walks back along the route; the protagonist moves about a metre along its route.; 1.200000–5.000000s: The protagonist walks forward along the route; the protagonist moves about 4 metres along its route.; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+
25
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
26
+
27
+ overall_soundscape:
28
+ N/A
29
+
30
+ non_diegetic_music:
31
+ N/A
prompts/long_video/long30-004-mountain-long-return/first-person/colored-obb/win6.txt ADDED
@@ -0,0 +1,31 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: Painterly rendering, long-scroll ink look: stacked receding planes of hills, water and mist, tiny figures scaled against a vast landscape, graded grey washes with a few dark accents, hand-drawn edges instead of standard 3D shading, keeping the full 3D world and every recorded shape readable; monochrome black ink with a faint blue-green mineral tint on the peaks; diffuse overcast light; mist separating the ridges into layered depth planes; long sweeping wet brush strokes; most of the background left as empty paper; character design: small figures dwarfed by the surroundings; the whole frame must read as a flat hand-made painting on canvas or paper with visible medium texture - not a smooth 3D render, not a game screenshot, no cel-shaded 3D characters.
14
+
15
+ No described person or object is visible in this window. Do not add any.
16
+
17
+ The setting is a rocky mountain valley with rising paths, ledges, steep rock walls and a narrow gorge. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Diffuse, shadowless overcast light washes over the scene, creating a flat, even illumination that emphasizes the texture of the ink washes and the separation of the misty depth planes. The whole frame is one finished image in this look: Painterly rendering, long-scroll ink look. There are no trees in this clip. There are no buildings or ruins in this clip. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000–2.500000s: The protagonist walks forward along the route; the protagonist moves about 3 metres along its route.; 2.500000–5.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about 3 metres along its route, drops a short distance.; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+
25
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
26
+
27
+ overall_soundscape:
28
+ N/A
29
+
30
+ non_diegetic_music:
31
+ N/A
prompts/long_video/long30-004-mountain-long-return/first-person/colored-obb/win7.txt ADDED
@@ -0,0 +1,32 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: Painterly rendering, long-scroll ink look: stacked receding planes of hills, water and mist, tiny figures scaled against a vast landscape, graded grey washes with a few dark accents, hand-drawn edges instead of standard 3D shading, keeping the full 3D world and every recorded shape readable; monochrome black ink with a faint blue-green mineral tint on the peaks; diffuse overcast light; mist separating the ridges into layered depth planes; long sweeping wet brush strokes; most of the background left as empty paper; character design: small figures dwarfed by the surroundings; the whole frame must read as a flat hand-made painting on canvas or paper with visible medium texture - not a smooth 3D render, not a game screenshot, no cel-shaded 3D characters.
14
+
15
+ No described person or object is visible in this window. Do not add any.
16
+
17
+ The setting is a rocky mountain valley with rising paths, ledges, steep rock walls and a narrow gorge. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Diffuse, shadowless overcast light washes over the scene, creating a flat, even illumination that emphasizes the texture of the ink washes and the separation of the misty depth planes. The whole frame is one finished image in this look: Painterly rendering, long-scroll ink look. There are no trees in this clip. There are no buildings or ruins in this clip. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 1.420000–3.750000s: The protagonist carries on with the recorded movement of the conditioning reference; 3.750000–5.166667s: The recording has ended: everyone holds the final pose and position and the camera holds its final pose.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+
25
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
26
+ Only the source ends at local 3.750000 seconds in this final window; the remaining 1.416667 seconds are tail padding and will not be delivered.
27
+
28
+ overall_soundscape:
29
+ N/A
30
+
31
+ non_diegetic_music:
32
+ N/A
prompts/long_video/long30-004-mountain-long-return/first-person/mixed/prompts.cwm.READY.json ADDED
@@ -0,0 +1,25 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "method": "cwm",
3
+ "sample": "long30-004-mountain-long-return__first-person",
4
+ "scene_number": "004",
5
+ "camera": "first-person",
6
+ "style": "ink-wash",
7
+ "steps": 20,
8
+ "windows": 8,
9
+ "window_frames": 124,
10
+ "stride": 90,
11
+ "overlap": 34,
12
+ "deliver": 720,
13
+ "fps": 24,
14
+ "seed": 20260909,
15
+ "prompts": [
16
+ "Appearance and scene:\n\nRendering style of the whole frame: Painterly rendering, long-scroll ink look: stacked receding planes of hills, water and mist, tiny figures scaled against a vast landscape, graded grey washes with a few dark accents, hand-drawn edges instead of standard 3D shading, keeping the full 3D world and every recorded shape readable; monochrome black ink with a faint blue-green mineral tint on the peaks; diffuse overcast light; mist separating the ridges into layered depth planes; long sweeping wet brush strokes; most of the background left as empty paper; character design: small figures dwarfed by the surroundings; the whole frame must read as a flat hand-made painting on canvas or paper with visible medium texture - not a smooth 3D render, not a game screenshot, no cel-shaded 3D characters.\n\nThe independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing a ranger shirt, trousers, and boots. The independent participant C is a hiker with short dark hair, wearing a shell jacket, charcoal trousers, and hiking boots. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is a rocky mountain valley with rising paths, ledges, steep rock walls and a narrow gorge. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Diffuse, shadowless overcast light washes over the scene, creating a flat, even illumination that emphasizes the texture of the ink washes and the separation of the misty depth planes. The whole frame is one finished image in this look: Painterly rendering, long-scroll ink look. There are no buildings or ruins in this clip. \n\nProtagonist action timeline:\n\n0.000000\u20132.500000s: The protagonist walks forward along the route; the protagonist moves about 3 metres along its route, rises about half a metre.; 2.500000\u20135.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about 3 metres along its route, rises about half a metre.; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
17
+ "Appearance and scene:\n\nRendering style of the whole frame: Painterly rendering, long-scroll ink look: stacked receding planes of hills, water and mist, tiny figures scaled against a vast landscape, graded grey washes with a few dark accents, hand-drawn edges instead of standard 3D shading, keeping the full 3D world and every recorded shape readable; monochrome black ink with a faint blue-green mineral tint on the peaks; diffuse overcast light; mist separating the ridges into layered depth planes; long sweeping wet brush strokes; most of the background left as empty paper; character design: small figures dwarfed by the surroundings; the whole frame must read as a flat hand-made painting on canvas or paper with visible medium texture - not a smooth 3D render, not a game screenshot, no cel-shaded 3D characters.\n\nThe independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing a ranger shirt, trousers, and boots. The independent participant C is a hiker with short dark hair, wearing a shell jacket, charcoal trousers, and hiking boots. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is a rocky mountain valley with rising paths, ledges, steep rock walls and a narrow gorge. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Diffuse, shadowless overcast light washes over the scene, creating a flat, even illumination that emphasizes the texture of the ink washes and the separation of the misty depth planes. The whole frame is one finished image in this look: Painterly rendering, long-scroll ink look. There are no buildings or ruins in this clip. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000\u20132.500000s: The protagonist walks forward along the route; the protagonist moves about 3 metres along its route, rises about half a metre.; 2.500000\u20135.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about 3 metres along its route.; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
18
+ "Appearance and scene:\n\nRendering style of the whole frame: Painterly rendering, long-scroll ink look: stacked receding planes of hills, water and mist, tiny figures scaled against a vast landscape, graded grey washes with a few dark accents, hand-drawn edges instead of standard 3D shading, keeping the full 3D world and every recorded shape readable; monochrome black ink with a faint blue-green mineral tint on the peaks; diffuse overcast light; mist separating the ridges into layered depth planes; long sweeping wet brush strokes; most of the background left as empty paper; character design: small figures dwarfed by the surroundings; the whole frame must read as a flat hand-made painting on canvas or paper with visible medium texture - not a smooth 3D render, not a game screenshot, no cel-shaded 3D characters.\n\nThe independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing a ranger shirt, trousers, and boots. The independent participant C is a hiker with short dark hair, wearing a shell jacket, charcoal trousers, and hiking boots. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is a rocky mountain valley with rising paths, ledges, steep rock walls and a narrow gorge. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Diffuse, shadowless overcast light washes over the scene, creating a flat, even illumination that emphasizes the texture of the ink washes and the separation of the misty depth planes. The whole frame is one finished image in this look: Painterly rendering, long-scroll ink look. There are no buildings or ruins in this clip. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000\u20132.470000s: The protagonist walks forward along the route; the protagonist moves about 3 metres along its route.; 2.470000\u20135.000000s: The protagonist turns round and walks back along the route; the protagonist moves about one and a half metres along its route.; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
19
+ "Appearance and scene:\n\nRendering style of the whole frame: Painterly rendering, long-scroll ink look: stacked receding planes of hills, water and mist, tiny figures scaled against a vast landscape, graded grey washes with a few dark accents, hand-drawn edges instead of standard 3D shading, keeping the full 3D world and every recorded shape readable; monochrome black ink with a faint blue-green mineral tint on the peaks; diffuse overcast light; mist separating the ridges into layered depth planes; long sweeping wet brush strokes; most of the background left as empty paper; character design: small figures dwarfed by the surroundings; the whole frame must read as a flat hand-made painting on canvas or paper with visible medium texture - not a smooth 3D render, not a game screenshot, no cel-shaded 3D characters.\n\nThe independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing a ranger shirt, trousers, and boots. The independent participant C is a hiker with short dark hair, wearing a shell jacket, charcoal trousers, and hiking boots. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is a rocky mountain valley with rising paths, ledges, steep rock walls and a narrow gorge. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Diffuse, shadowless overcast light washes over the scene, creating a flat, even illumination that emphasizes the texture of the ink washes and the separation of the misty depth planes. The whole frame is one finished image in this look: Painterly rendering, long-scroll ink look. There are no buildings or ruins in this clip. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000\u20132.500000s: The protagonist turns round and walks back along the route; the protagonist moves about a metre along its route.; 2.500000\u20135.000000s: The protagonist keeps going through the same turn and return stretch; the protagonist moves about half a metre along its route.; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
20
+ "Appearance and scene:\n\nRendering style of the whole frame: Painterly rendering, long-scroll ink look: stacked receding planes of hills, water and mist, tiny figures scaled against a vast landscape, graded grey washes with a few dark accents, hand-drawn edges instead of standard 3D shading, keeping the full 3D world and every recorded shape readable; monochrome black ink with a faint blue-green mineral tint on the peaks; diffuse overcast light; mist separating the ridges into layered depth planes; long sweeping wet brush strokes; most of the background left as empty paper; character design: small figures dwarfed by the surroundings; the whole frame must read as a flat hand-made painting on canvas or paper with visible medium texture - not a smooth 3D render, not a game screenshot, no cel-shaded 3D characters.\n\nNo described person or object is visible in this window. Do not add any.\n\nThe setting is a rocky mountain valley with rising paths, ledges, steep rock walls and a narrow gorge. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Diffuse, shadowless overcast light washes over the scene, creating a flat, even illumination that emphasizes the texture of the ink washes and the separation of the misty depth planes. The whole frame is one finished image in this look: Painterly rendering, long-scroll ink look. There are no trees in this clip. There are no buildings or ruins in this clip. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000\u20132.500000s: The protagonist turns round and walks back along the route; the protagonist moves about a metre along its route.; 2.500000\u20135.000000s: The protagonist keeps going through the same turn and return stretch; the protagonist moves about one and a half metres along its route.; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
21
+ "Appearance and scene:\n\nRendering style of the whole frame: Painterly rendering, long-scroll ink look: stacked receding planes of hills, water and mist, tiny figures scaled against a vast landscape, graded grey washes with a few dark accents, hand-drawn edges instead of standard 3D shading, keeping the full 3D world and every recorded shape readable; monochrome black ink with a faint blue-green mineral tint on the peaks; diffuse overcast light; mist separating the ridges into layered depth planes; long sweeping wet brush strokes; most of the background left as empty paper; character design: small figures dwarfed by the surroundings; the whole frame must read as a flat hand-made painting on canvas or paper with visible medium texture - not a smooth 3D render, not a game screenshot, no cel-shaded 3D characters.\n\nNo described person or object is visible in this window. Do not add any.\n\nThe setting is a rocky mountain valley with rising paths, ledges, steep rock walls and a narrow gorge. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Diffuse, shadowless overcast light washes over the scene, creating a flat, even illumination that emphasizes the texture of the ink washes and the separation of the misty depth planes. The whole frame is one finished image in this look: Painterly rendering, long-scroll ink look. There are no trees in this clip. There are no buildings or ruins in this clip. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000\u20131.200000s: The protagonist turns round and walks back along the route; the protagonist moves about a metre along its route.; 1.200000\u20135.000000s: The protagonist walks forward along the route; the protagonist moves about 4 metres along its route.; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
22
+ "Appearance and scene:\n\nRendering style of the whole frame: Painterly rendering, long-scroll ink look: stacked receding planes of hills, water and mist, tiny figures scaled against a vast landscape, graded grey washes with a few dark accents, hand-drawn edges instead of standard 3D shading, keeping the full 3D world and every recorded shape readable; monochrome black ink with a faint blue-green mineral tint on the peaks; diffuse overcast light; mist separating the ridges into layered depth planes; long sweeping wet brush strokes; most of the background left as empty paper; character design: small figures dwarfed by the surroundings; the whole frame must read as a flat hand-made painting on canvas or paper with visible medium texture - not a smooth 3D render, not a game screenshot, no cel-shaded 3D characters.\n\nNo described person or object is visible in this window. Do not add any.\n\nThe setting is a rocky mountain valley with rising paths, ledges, steep rock walls and a narrow gorge. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Diffuse, shadowless overcast light washes over the scene, creating a flat, even illumination that emphasizes the texture of the ink washes and the separation of the misty depth planes. The whole frame is one finished image in this look: Painterly rendering, long-scroll ink look. There are no trees in this clip. There are no buildings or ruins in this clip. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000\u20132.500000s: The protagonist walks forward along the route; the protagonist moves about 3 metres along its route.; 2.500000\u20135.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about 3 metres along its route, drops a short distance.; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
23
+ "Appearance and scene:\n\nRendering style of the whole frame: Painterly rendering, long-scroll ink look: stacked receding planes of hills, water and mist, tiny figures scaled against a vast landscape, graded grey washes with a few dark accents, hand-drawn edges instead of standard 3D shading, keeping the full 3D world and every recorded shape readable; monochrome black ink with a faint blue-green mineral tint on the peaks; diffuse overcast light; mist separating the ridges into layered depth planes; long sweeping wet brush strokes; most of the background left as empty paper; character design: small figures dwarfed by the surroundings; the whole frame must read as a flat hand-made painting on canvas or paper with visible medium texture - not a smooth 3D render, not a game screenshot, no cel-shaded 3D characters.\n\nNo described person or object is visible in this window. Do not add any.\n\nThe setting is a rocky mountain valley with rising paths, ledges, steep rock walls and a narrow gorge. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Diffuse, shadowless overcast light washes over the scene, creating a flat, even illumination that emphasizes the texture of the ink washes and the separation of the misty depth planes. The whole frame is one finished image in this look: Painterly rendering, long-scroll ink look. There are no trees in this clip. There are no buildings or ruins in this clip. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 1.420000\u20133.750000s: The protagonist carries on with the recorded movement of the conditioning reference; 3.750000\u20135.166667s: The recording has ended: everyone holds the final pose and position and the camera holds its final pose.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n"
24
+ ]
25
+ }
prompts/long_video/long30-004-mountain-long-return/first-person/white/prompts.c2r.json ADDED
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1
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+ "segment": 0,
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+ "text": "Painterly rendering, long-scroll ink look: stacked receding planes of hills, water and mist, tiny figures scaled against a vast landscape, graded grey washes with a few dark accents, hand-drawn edges instead of standard 3D shading, keeping the full 3D world and every recorded shape readable; monochrome black ink with a faint blue-green mineral tint on the peaks; diffuse overcast light; mist separating the ridges into layered depth planes; long sweeping wet brush strokes; most of the background left as empty paper; character design: small figures dwarfed by the surroundings; the whole frame must read as a flat hand-made painting on canvas or paper with visible medium texture - not a smooth 3D render, not a game screenshot, no cel-shaded 3D characters. The independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing a ranger shirt, trousers, and boots. The independent participant C is a hiker with short dark hair, wearing a shell jacket, charcoal trousers, and hiking boots. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference. The protagonist walks forward along the route. Only people visible in the control appear.",
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+ "text": "Painterly rendering, long-scroll ink look: stacked receding planes of hills, water and mist, tiny figures scaled against a vast landscape, graded grey washes with a few dark accents, hand-drawn edges instead of standard 3D shading, keeping the full 3D world and every recorded shape readable; monochrome black ink with a faint blue-green mineral tint on the peaks; diffuse overcast light; mist separating the ridges into layered depth planes; long sweeping wet brush strokes; most of the background left as empty paper; character design: small figures dwarfed by the surroundings; the whole frame must read as a flat hand-made painting on canvas or paper with visible medium texture - not a smooth 3D render, not a game screenshot, no cel-shaded 3D characters. The independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing a ranger shirt, trousers, and boots. The independent participant C is a hiker with short dark hair, wearing a shell jacket, charcoal trousers, and hiking boots. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference. The protagonist walks forward along the route. The protagonist turns round and walks back along the route. Only people visible in the control appear.",
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+ "text": "Painterly rendering, long-scroll ink look: stacked receding planes of hills, water and mist, tiny figures scaled against a vast landscape, graded grey washes with a few dark accents, hand-drawn edges instead of standard 3D shading, keeping the full 3D world and every recorded shape readable; monochrome black ink with a faint blue-green mineral tint on the peaks; diffuse overcast light; mist separating the ridges into layered depth planes; long sweeping wet brush strokes; most of the background left as empty paper; character design: small figures dwarfed by the surroundings; the whole frame must read as a flat hand-made painting on canvas or paper with visible medium texture - not a smooth 3D render, not a game screenshot, no cel-shaded 3D characters. The independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing a ranger shirt, trousers, and boots. The independent participant C is a hiker with short dark hair, wearing a shell jacket, charcoal trousers, and hiking boots. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference. The protagonist turns round and walks back along the route. Only people visible in the control appear.",
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+ {
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+ "text": "Painterly rendering, long-scroll ink look: stacked receding planes of hills, water and mist, tiny figures scaled against a vast landscape, graded grey washes with a few dark accents, hand-drawn edges instead of standard 3D shading, keeping the full 3D world and every recorded shape readable; monochrome black ink with a faint blue-green mineral tint on the peaks; diffuse overcast light; mist separating the ridges into layered depth planes; long sweeping wet brush strokes; most of the background left as empty paper; character design: small figures dwarfed by the surroundings; the whole frame must read as a flat hand-made painting on canvas or paper with visible medium texture - not a smooth 3D render, not a game screenshot, no cel-shaded 3D characters. The independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing a ranger shirt, trousers, and boots. The independent participant C is a hiker with short dark hair, wearing a shell jacket, charcoal trousers, and hiking boots. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference. The protagonist turns round and walks back along the route. The protagonist walks forward along the route. Only people visible in the control appear.",
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+ {
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+ "text": "Painterly rendering, long-scroll ink look: stacked receding planes of hills, water and mist, tiny figures scaled against a vast landscape, graded grey washes with a few dark accents, hand-drawn edges instead of standard 3D shading, keeping the full 3D world and every recorded shape readable; monochrome black ink with a faint blue-green mineral tint on the peaks; diffuse overcast light; mist separating the ridges into layered depth planes; long sweeping wet brush strokes; most of the background left as empty paper; character design: small figures dwarfed by the surroundings; the whole frame must read as a flat hand-made painting on canvas or paper with visible medium texture - not a smooth 3D render, not a game screenshot, no cel-shaded 3D characters. The independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing a ranger shirt, trousers, and boots. The independent participant C is a hiker with short dark hair, wearing a shell jacket, charcoal trousers, and hiking boots. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference. The protagonist walks forward along the route. Only people visible in the control appear.",
73
+ "text_sha256": "fe51acb7145fb2daa4c7152b24e4fd64b692e33002c7b08a31bb08df327de00f",
74
+ "events": [
75
+ {
76
+ "t0": 19.95,
77
+ "t1": 25.0,
78
+ "window": 5
79
+ }
80
+ ]
81
+ },
82
+ {
83
+ "segment": 5,
84
+ "t0": 25.0,
85
+ "t1": 30.0,
86
+ "text": "Painterly rendering, long-scroll ink look: stacked receding planes of hills, water and mist, tiny figures scaled against a vast landscape, graded grey washes with a few dark accents, hand-drawn edges instead of standard 3D shading, keeping the full 3D world and every recorded shape readable; monochrome black ink with a faint blue-green mineral tint on the peaks; diffuse overcast light; mist separating the ridges into layered depth planes; long sweeping wet brush strokes; most of the background left as empty paper; character design: small figures dwarfed by the surroundings; the whole frame must read as a flat hand-made painting on canvas or paper with visible medium texture - not a smooth 3D render, not a game screenshot, no cel-shaded 3D characters. The independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing a ranger shirt, trousers, and boots. The independent participant C is a hiker with short dark hair, wearing a shell jacket, charcoal trousers, and hiking boots. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference. The protagonist walks forward along the route. Only people visible in the control appear.",
87
+ "text_sha256": "fe51acb7145fb2daa4c7152b24e4fd64b692e33002c7b08a31bb08df327de00f",
88
+ "events": [
89
+ {
90
+ "t0": 19.95,
91
+ "t1": 25.0,
92
+ "window": 5
93
+ }
94
+ ]
95
+ }
96
+ ]
prompts/long_video/long30-005-desert-long-bends/first-person/colored-obb/system_w0.txt ADDED
@@ -0,0 +1 @@
 
 
1
+ AWM_PROXY_CONTROL. <Video 1> controls exact current camera, geometry, subject visibility, root motion and facing. Proxy colors are identity tags, not target surfaces. Materialize each visible entity once in its occupied region. No proxy boxes, outlines, white front marks or interface overlays. <Picture 1> supplies appearance and the locked initial frame. Start at that state and follow the current reference throughout this window.
prompts/long_video/long30-005-desert-long-bends/first-person/colored-obb/system_wn.txt ADDED
@@ -0,0 +1 @@
 
 
1
+ AWM_PROXY_CONTROL. <Video 1> controls exact current camera, geometry, subject visibility, root motion and facing. Proxy colors are identity tags, not target surfaces. Materialize each visible entity once in its occupied region. No proxy boxes, outlines, white front marks or interface overlays. No appearance image is supplied in this continuation. Preserve identity from the generated prefix. The first34 frames are the locked end of the preceding window; continue without restarting, freezing or returning to an old camera composition.
prompts/long_video/long30-005-desert-long-bends/first-person/colored-obb/win0.txt ADDED
@@ -0,0 +1,33 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. This is the opening window.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials.
14
+
15
+ The independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is sand dunes, angular desert rocks, cactus plants and roofless stone ruins. Preserve the reference spacing, masses and open routes. A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Early-morning low sun casts long, soft shadows across the sand, bathing the scene in warm, golden tones that contrast with the cool, hazy blue of the distant sky. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–2.500000s: The protagonist walks forward along the route; the protagonist moves about one and a half metres along its route.; 2.500000–5.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about one and a half metres along its route.; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ independent participant C (participant-c, identity tag #f736df): visible only during [0.000000,5.166667)s.
25
+ independent participant B (participant-b, identity tag #a7f736): visible only during [0.000000,5.166667)s.
26
+ independent participant D (participant-d, identity tag #36f7d6): visible only during [0.000000,5.166667)s.
27
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
28
+
29
+ overall_soundscape:
30
+ N/A
31
+
32
+ non_diegetic_music:
33
+ N/A
prompts/long_video/long30-005-desert-long-bends/first-person/colored-obb/win1.txt ADDED
@@ -0,0 +1,33 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials.
14
+
15
+ The independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is sand dunes, angular desert rocks, cactus plants and roofless stone ruins. Preserve the reference spacing, masses and open routes. A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Early-morning low sun casts long, soft shadows across the sand, bathing the scene in warm, golden tones that contrast with the cool, hazy blue of the distant sky. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000–2.500000s: The protagonist walks forward along the route; the protagonist moves about 2 metres along its route.; 2.500000–5.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about 2 metres along its route.; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ independent participant C (participant-c, identity tag #f736df): visible only during [0.000000,5.166667)s.
25
+ independent participant B (participant-b, identity tag #a7f736): visible only during [0.000000,5.166667)s.
26
+ independent participant D (participant-d, identity tag #36f7d6): visible only during [0.000000,5.166667)s.
27
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
28
+
29
+ overall_soundscape:
30
+ N/A
31
+
32
+ non_diegetic_music:
33
+ N/A
prompts/long_video/long30-005-desert-long-bends/first-person/colored-obb/win2.txt ADDED
@@ -0,0 +1,33 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials.
14
+
15
+ The independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is sand dunes, angular desert rocks, cactus plants and roofless stone ruins. Preserve the reference spacing, masses and open routes. A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Early-morning low sun casts long, soft shadows across the sand, bathing the scene in warm, golden tones that contrast with the cool, hazy blue of the distant sky. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000–2.500000s: The protagonist walks forward along the route; the protagonist moves about 2 metres along its route.; 2.500000–5.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about one and a half metres along its route.; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ independent participant C (participant-c, identity tag #f736df): visible only during [0.000000,5.166667)s.
25
+ independent participant B (participant-b, identity tag #a7f736): visible only during [0.000000,5.166667)s.
26
+ independent participant D (participant-d, identity tag #36f7d6): visible only during [0.000000,5.166667)s.
27
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
28
+
29
+ overall_soundscape:
30
+ N/A
31
+
32
+ non_diegetic_music:
33
+ N/A
prompts/long_video/long30-005-desert-long-bends/first-person/colored-obb/win3.txt ADDED
@@ -0,0 +1,33 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials.
14
+
15
+ The independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is sand dunes, angular desert rocks, cactus plants and roofless stone ruins. Preserve the reference spacing, masses and open routes. A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Early-morning low sun casts long, soft shadows across the sand, bathing the scene in warm, golden tones that contrast with the cool, hazy blue of the distant sky. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000–2.500000s: The protagonist walks forward along the route; the protagonist moves about one and a half metres along its route.; 2.500000–5.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about one and a half metres along its route.; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ independent participant C (participant-c, identity tag #f736df): visible only during [0.000000,5.166667)s.
25
+ independent participant B (participant-b, identity tag #a7f736): visible only during [0.000000,5.166667)s.
26
+ independent participant D (participant-d, identity tag #36f7d6): visible only during [0.000000,5.166667)s.
27
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
28
+
29
+ overall_soundscape:
30
+ N/A
31
+
32
+ non_diegetic_music:
33
+ N/A
prompts/long_video/long30-005-desert-long-bends/first-person/colored-obb/win4.txt ADDED
@@ -0,0 +1,33 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials.
14
+
15
+ The independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is sand dunes, angular desert rocks, cactus plants and roofless stone ruins. Preserve the reference spacing, masses and open routes. A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Early-morning low sun casts long, soft shadows across the sand, bathing the scene in warm, golden tones that contrast with the cool, hazy blue of the distant sky. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000–2.500000s: The protagonist walks forward along the route; the protagonist moves about one and a half metres along its route.; 2.500000–5.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about 2 metres along its route.; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ independent participant C (participant-c, identity tag #f736df): visible only during [0.000000,5.166667)s.
25
+ independent participant B (participant-b, identity tag #a7f736): visible only during [0.000000,5.166667)s.
26
+ independent participant D (participant-d, identity tag #36f7d6): visible only during [0.000000,5.166667)s.
27
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
28
+
29
+ overall_soundscape:
30
+ N/A
31
+
32
+ non_diegetic_music:
33
+ N/A
prompts/long_video/long30-005-desert-long-bends/first-person/colored-obb/win5.txt ADDED
@@ -0,0 +1,33 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials.
14
+
15
+ The independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is sand dunes, angular desert rocks, cactus plants and roofless stone ruins. Preserve the reference spacing, masses and open routes. A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Early-morning low sun casts long, soft shadows across the sand, bathing the scene in warm, golden tones that contrast with the cool, hazy blue of the distant sky. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000–2.500000s: The protagonist walks forward along the route; the protagonist moves about 2 metres along its route.; 2.500000–5.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about one and a half metres along its route.; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ independent participant C (participant-c, identity tag #f736df): visible only during [0.000000,5.166667)s.
25
+ independent participant B (participant-b, identity tag #a7f736): visible only during [0.000000,5.166667)s.
26
+ independent participant D (participant-d, identity tag #36f7d6): visible only during [0.000000,5.166667)s.
27
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
28
+
29
+ overall_soundscape:
30
+ N/A
31
+
32
+ non_diegetic_music:
33
+ N/A
prompts/long_video/long30-005-desert-long-bends/first-person/colored-obb/win6.txt ADDED
@@ -0,0 +1,33 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials.
14
+
15
+ The independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is sand dunes, angular desert rocks, cactus plants and roofless stone ruins. Preserve the reference spacing, masses and open routes. A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Early-morning low sun casts long, soft shadows across the sand, bathing the scene in warm, golden tones that contrast with the cool, hazy blue of the distant sky. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000–2.500000s: The protagonist walks forward along the route; the protagonist moves about one and a half metres along its route.; 2.500000–5.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about one and a half metres along its route.; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ independent participant C (participant-c, identity tag #f736df): visible only during [0.000000,5.166667)s.
25
+ independent participant B (participant-b, identity tag #a7f736): visible only during [0.000000,5.166667)s.
26
+ independent participant D (participant-d, identity tag #36f7d6): visible only during [0.000000,5.166667)s.
27
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
28
+
29
+ overall_soundscape:
30
+ N/A
31
+
32
+ non_diegetic_music:
33
+ N/A
prompts/long_video/long30-005-desert-long-bends/first-person/colored-obb/win7.txt ADDED
@@ -0,0 +1,34 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials.
14
+
15
+ The independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is sand dunes, angular desert rocks, cactus plants and roofless stone ruins. Preserve the reference spacing, masses and open routes. A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Early-morning low sun casts long, soft shadows across the sand, bathing the scene in warm, golden tones that contrast with the cool, hazy blue of the distant sky. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 1.420000–3.750000s: The protagonist carries on with the recorded movement of the conditioning reference; 3.750000–5.166667s: The recording has ended: everyone holds the final pose and position and the camera holds its final pose.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ independent participant C (participant-c, identity tag #f736df): visible only during [0.000000,5.166667)s.
25
+ independent participant B (participant-b, identity tag #a7f736): visible only during [0.000000,5.166667)s.
26
+ independent participant D (participant-d, identity tag #36f7d6): visible only during [0.000000,5.166667)s.
27
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
28
+ Only the source ends at local 3.750000 seconds in this final window; the remaining 1.416667 seconds are tail padding and will not be delivered.
29
+
30
+ overall_soundscape:
31
+ N/A
32
+
33
+ non_diegetic_music:
34
+ N/A
prompts/long_video/long30-005-desert-long-bends/first-person/mixed/prompts.cwm.READY.json ADDED
@@ -0,0 +1,25 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "method": "cwm",
3
+ "sample": "long30-005-desert-long-bends__first-person",
4
+ "scene_number": "005",
5
+ "camera": "first-person",
6
+ "style": "realistic",
7
+ "steps": 20,
8
+ "windows": 8,
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+ "window_frames": 124,
10
+ "stride": 90,
11
+ "overlap": 34,
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+ "deliver": 720,
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+ "fps": 24,
14
+ "seed": 20260909,
15
+ "prompts": [
16
+ "Appearance and scene:\n\nRendering style of the whole frame: A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials.\n\nThe independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is sand dunes, angular desert rocks, cactus plants and roofless stone ruins. Preserve the reference spacing, masses and open routes. A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Early-morning low sun casts long, soft shadows across the sand, bathing the scene in warm, golden tones that contrast with the cool, hazy blue of the distant sky. \n\nProtagonist action timeline:\n\n0.000000\u20132.500000s: The protagonist walks forward along the route; the protagonist moves about one and a half metres along its route.; 2.500000\u20135.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about one and a half metres along its route.; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
17
+ "Appearance and scene:\n\nRendering style of the whole frame: A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials.\n\nThe independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is sand dunes, angular desert rocks, cactus plants and roofless stone ruins. Preserve the reference spacing, masses and open routes. A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Early-morning low sun casts long, soft shadows across the sand, bathing the scene in warm, golden tones that contrast with the cool, hazy blue of the distant sky. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000\u20132.500000s: The protagonist walks forward along the route; the protagonist moves about 2 metres along its route.; 2.500000\u20135.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about 2 metres along its route.; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
18
+ "Appearance and scene:\n\nRendering style of the whole frame: A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials.\n\nThe independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is sand dunes, angular desert rocks, cactus plants and roofless stone ruins. Preserve the reference spacing, masses and open routes. A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Early-morning low sun casts long, soft shadows across the sand, bathing the scene in warm, golden tones that contrast with the cool, hazy blue of the distant sky. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000\u20132.500000s: The protagonist walks forward along the route; the protagonist moves about 2 metres along its route.; 2.500000\u20135.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about one and a half metres along its route.; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
19
+ "Appearance and scene:\n\nRendering style of the whole frame: A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials.\n\nThe independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is sand dunes, angular desert rocks, cactus plants and roofless stone ruins. Preserve the reference spacing, masses and open routes. A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Early-morning low sun casts long, soft shadows across the sand, bathing the scene in warm, golden tones that contrast with the cool, hazy blue of the distant sky. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000\u20132.500000s: The protagonist walks forward along the route; the protagonist moves about one and a half metres along its route.; 2.500000\u20135.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about one and a half metres along its route.; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
20
+ "Appearance and scene:\n\nRendering style of the whole frame: A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials.\n\nThe independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is sand dunes, angular desert rocks, cactus plants and roofless stone ruins. Preserve the reference spacing, masses and open routes. A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Early-morning low sun casts long, soft shadows across the sand, bathing the scene in warm, golden tones that contrast with the cool, hazy blue of the distant sky. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000\u20132.500000s: The protagonist walks forward along the route; the protagonist moves about one and a half metres along its route.; 2.500000\u20135.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about 2 metres along its route.; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
21
+ "Appearance and scene:\n\nRendering style of the whole frame: A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials.\n\nThe independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is sand dunes, angular desert rocks, cactus plants and roofless stone ruins. Preserve the reference spacing, masses and open routes. A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Early-morning low sun casts long, soft shadows across the sand, bathing the scene in warm, golden tones that contrast with the cool, hazy blue of the distant sky. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000\u20132.500000s: The protagonist walks forward along the route; the protagonist moves about 2 metres along its route.; 2.500000\u20135.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about one and a half metres along its route.; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
22
+ "Appearance and scene:\n\nRendering style of the whole frame: A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials.\n\nThe independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is sand dunes, angular desert rocks, cactus plants and roofless stone ruins. Preserve the reference spacing, masses and open routes. A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Early-morning low sun casts long, soft shadows across the sand, bathing the scene in warm, golden tones that contrast with the cool, hazy blue of the distant sky. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000\u20132.500000s: The protagonist walks forward along the route; the protagonist moves about one and a half metres along its route.; 2.500000\u20135.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about one and a half metres along its route.; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
23
+ "Appearance and scene:\n\nRendering style of the whole frame: A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials.\n\nThe independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is sand dunes, angular desert rocks, cactus plants and roofless stone ruins. Preserve the reference spacing, masses and open routes. A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. Early-morning low sun casts long, soft shadows across the sand, bathing the scene in warm, golden tones that contrast with the cool, hazy blue of the distant sky. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 1.420000\u20133.750000s: The protagonist carries on with the recorded movement of the conditioning reference; 3.750000\u20135.166667s: The recording has ended: everyone holds the final pose and position and the camera holds its final pose.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n"
24
+ ]
25
+ }
prompts/long_video/long30-005-desert-long-bends/first-person/white/prompts.c2r.json ADDED
@@ -0,0 +1,86 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
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+ {
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+ "segment": 0,
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+ "t1": 5.0,
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+ "text": "A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials. The independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference. The protagonist walks forward along the route. Only people visible in the control appear.",
7
+ "text_sha256": "36c6ed025264780d6645c6fcee919d2cfe91853724f7dbc04abe613945e07977",
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+ "t0": 5.0,
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+ "text": "A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials. The independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference. The protagonist walks forward along the route. Only people visible in the control appear.",
21
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+ {
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+ "t1": 15.0,
34
+ "text": "A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials. The independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference. The protagonist walks forward along the route. Only people visible in the control appear.",
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+ "text_sha256": "36c6ed025264780d6645c6fcee919d2cfe91853724f7dbc04abe613945e07977",
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+ "window": 3
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43
+ },
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+ {
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46
+ "t0": 15.0,
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+ "t1": 20.0,
48
+ "text": "A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials. The independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference. The protagonist walks forward along the route. Only people visible in the control appear.",
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+ "text_sha256": "36c6ed025264780d6645c6fcee919d2cfe91853724f7dbc04abe613945e07977",
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+ ]
57
+ },
58
+ {
59
+ "segment": 4,
60
+ "t0": 20.0,
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+ "t1": 25.0,
62
+ "text": "A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials. The independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference. The protagonist walks forward along the route. Only people visible in the control appear.",
63
+ "text_sha256": "36c6ed025264780d6645c6fcee919d2cfe91853724f7dbc04abe613945e07977",
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+ "events": [
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+ "t0": 18.75,
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+ "window": 5
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+ }
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+ ]
71
+ },
72
+ {
73
+ "segment": 5,
74
+ "t0": 25.0,
75
+ "t1": 30.0,
76
+ "text": "A realistic sun-baked desert in strong daylight: rippled sand, pale rock, dry scrub and heat-softened horizons, with natural human anatomy, believable scale and detailed physical materials. The independent participant B is a park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is a tourist with curly copper hair under a straw hat, wearing a coral floral shirt, beige shorts, and sandals. The independent participant D is a security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference. The protagonist walks forward along the route. Only people visible in the control appear.",
77
+ "text_sha256": "36c6ed025264780d6645c6fcee919d2cfe91853724f7dbc04abe613945e07977",
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+ "events": [
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+ {
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+ "t0": 22.5,
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+ "t1": 25.0,
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+ "window": 6
83
+ }
84
+ ]
85
+ }
86
+ ]
prompts/long_video/long30-006-snow-long-pause-look/first-person/colored-obb/system_w0.txt ADDED
@@ -0,0 +1 @@
 
 
1
+ AWM_PROXY_CONTROL. <Video 1> controls exact current camera, geometry, subject visibility, root motion and facing. Proxy colors are identity tags, not target surfaces. Materialize each visible entity once in its occupied region. No proxy boxes, outlines, white front marks or interface overlays. <Picture 1> supplies appearance and the locked initial frame. Start at that state and follow the current reference throughout this window.
prompts/long_video/long30-006-snow-long-pause-look/first-person/colored-obb/system_wn.txt ADDED
@@ -0,0 +1 @@
 
 
1
+ AWM_PROXY_CONTROL. <Video 1> controls exact current camera, geometry, subject visibility, root motion and facing. Proxy colors are identity tags, not target surfaces. Materialize each visible entity once in its occupied region. No proxy boxes, outlines, white front marks or interface overlays. No appearance image is supplied in this continuation. Preserve identity from the generated prefix. The first34 frames are the locked end of the preceding window; continue without restarting, freezing or returning to an old camera composition.
prompts/long_video/long30-006-snow-long-pause-look/first-person/colored-obb/win0.txt ADDED
@@ -0,0 +1,33 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. This is the opening window.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: Semi-realistic game rendering: the world, characters and objects keep real-world structure, layout and scale, but proportions, palette, materials and lighting are visibly art-directed — frozen northern saga look: snow, ice and dark pine, fur-and-leather clothing, pale cold light with a faint aurora, rugged slightly idealised figures; an icy steel-blue palette with pale gold highlights; low polar sun raking long blue shadows across the snow; fine windblown snow streaming along the ground; softly painted concept-art surfaces; dramatic sky and light behind the subjects; character design: bulky armoured silhouettes with heavy boots.
14
+
15
+ The independent participant B is an adult park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is an adult hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant D is an adult security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is snow banks, conifers, faceted ice formations and a frozen open path. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. A low polar sun casts long, soft blue shadows across the snow, illuminating the scene with a cool, desaturated daylight that highlights the texture of the windblown drifts. The whole frame is one finished image in this look: Semi-realistic game rendering. Trees stand only where the conditioning reference shows them. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–2.500000s: The protagonist walks forward along the route; the protagonist moves about 2 metres along its route.; 2.500000–5.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about 2 metres along its route.; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ independent participant C (participant-c, identity tag #f736df): visible only during [0.000000,5.166667)s.
25
+ independent participant B (participant-b, identity tag #a7f736): visible only during [0.000000,5.166667)s.
26
+ independent participant D (participant-d, identity tag #36f7d6): visible only during [0.000000,5.166667)s.
27
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
28
+
29
+ overall_soundscape:
30
+ N/A
31
+
32
+ non_diegetic_music:
33
+ N/A
prompts/long_video/long30-006-snow-long-pause-look/first-person/colored-obb/win1.txt ADDED
@@ -0,0 +1,33 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: Semi-realistic game rendering: the world, characters and objects keep real-world structure, layout and scale, but proportions, palette, materials and lighting are visibly art-directed — frozen northern saga look: snow, ice and dark pine, fur-and-leather clothing, pale cold light with a faint aurora, rugged slightly idealised figures; an icy steel-blue palette with pale gold highlights; low polar sun raking long blue shadows across the snow; fine windblown snow streaming along the ground; softly painted concept-art surfaces; dramatic sky and light behind the subjects; character design: bulky armoured silhouettes with heavy boots.
14
+
15
+ The independent participant B is an adult park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is an adult hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant D is an adult security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is snow banks, conifers, faceted ice formations and a frozen open path. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. A low polar sun casts long, soft blue shadows across the snow, illuminating the scene with a cool, desaturated daylight that highlights the texture of the windblown drifts. The whole frame is one finished image in this look: Semi-realistic game rendering. Trees stand only where the conditioning reference shows them. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000–2.500000s: The protagonist walks forward along the route; the protagonist moves about 2 metres along its route.; 2.500000–5.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about 2 metres along its route.; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ independent participant C (participant-c, identity tag #f736df): visible only during [0.000000,5.166667)s.
25
+ independent participant B (participant-b, identity tag #a7f736): visible only during [0.000000,5.166667)s.
26
+ independent participant D (participant-d, identity tag #36f7d6): visible only during [0.000000,5.166667)s.
27
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
28
+
29
+ overall_soundscape:
30
+ N/A
31
+
32
+ non_diegetic_music:
33
+ N/A
prompts/long_video/long30-006-snow-long-pause-look/first-person/colored-obb/win2.txt ADDED
@@ -0,0 +1,33 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: Semi-realistic game rendering: the world, characters and objects keep real-world structure, layout and scale, but proportions, palette, materials and lighting are visibly art-directed — frozen northern saga look: snow, ice and dark pine, fur-and-leather clothing, pale cold light with a faint aurora, rugged slightly idealised figures; an icy steel-blue palette with pale gold highlights; low polar sun raking long blue shadows across the snow; fine windblown snow streaming along the ground; softly painted concept-art surfaces; dramatic sky and light behind the subjects; character design: bulky armoured silhouettes with heavy boots.
14
+
15
+ The independent participant B is an adult park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is an adult hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant D is an adult security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is snow banks, conifers, faceted ice formations and a frozen open path. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. A low polar sun casts long, soft blue shadows across the snow, illuminating the scene with a cool, desaturated daylight that highlights the texture of the windblown drifts. The whole frame is one finished image in this look: Semi-realistic game rendering. Trees stand only where the conditioning reference shows them. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000–2.470000s: The protagonist walks forward along the route; the protagonist moves about 2 metres along its route.; 2.470000–5.000000s: The protagonist stops and looks around at the surroundings.; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ independent participant C (participant-c, identity tag #f736df): visible only during [0.000000,2.625000)s.
25
+ independent participant B (participant-b, identity tag #a7f736): visible only during [0.000000,4.416667)s.
26
+ independent participant D (participant-d, identity tag #36f7d6): visible only during [0.000000,2.708333)s.
27
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
28
+
29
+ overall_soundscape:
30
+ N/A
31
+
32
+ non_diegetic_music:
33
+ N/A
prompts/long_video/long30-006-snow-long-pause-look/first-person/colored-obb/win3.txt ADDED
@@ -0,0 +1,33 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: Semi-realistic game rendering: the world, characters and objects keep real-world structure, layout and scale, but proportions, palette, materials and lighting are visibly art-directed — frozen northern saga look: snow, ice and dark pine, fur-and-leather clothing, pale cold light with a faint aurora, rugged slightly idealised figures; an icy steel-blue palette with pale gold highlights; low polar sun raking long blue shadows across the snow; fine windblown snow streaming along the ground; softly painted concept-art surfaces; dramatic sky and light behind the subjects; character design: bulky armoured silhouettes with heavy boots.
14
+
15
+ The independent participant B is an adult park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is an adult hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant D is an adult security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is snow banks, conifers, faceted ice formations and a frozen open path. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. A low polar sun casts long, soft blue shadows across the snow, illuminating the scene with a cool, desaturated daylight that highlights the texture of the windblown drifts. The whole frame is one finished image in this look: Semi-realistic game rendering. Trees stand only where the conditioning reference shows them. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000–1.700000s: The protagonist stops and looks around at the surroundings.; 1.700000–5.000000s: The protagonist walks forward along the route; the protagonist moves about 3 metres along its route, lowers the body by a short distance (head height 0.2 to -0.0 m).; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ independent participant B (participant-b, identity tag #a7f736): visible only during [0.000000,0.666667)s, [1.708333,5.166667)s.
25
+ independent participant D (participant-d, identity tag #36f7d6): visible only during [1.916667,5.166667)s.
26
+ independent participant C (participant-c, identity tag #f736df): visible only during [2.000000,5.166667)s.
27
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
28
+
29
+ overall_soundscape:
30
+ N/A
31
+
32
+ non_diegetic_music:
33
+ N/A
prompts/long_video/long30-006-snow-long-pause-look/first-person/colored-obb/win4.txt ADDED
@@ -0,0 +1,33 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: Semi-realistic game rendering: the world, characters and objects keep real-world structure, layout and scale, but proportions, palette, materials and lighting are visibly art-directed — frozen northern saga look: snow, ice and dark pine, fur-and-leather clothing, pale cold light with a faint aurora, rugged slightly idealised figures; an icy steel-blue palette with pale gold highlights; low polar sun raking long blue shadows across the snow; fine windblown snow streaming along the ground; softly painted concept-art surfaces; dramatic sky and light behind the subjects; character design: bulky armoured silhouettes with heavy boots.
14
+
15
+ The independent participant B is an adult park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is an adult hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant D is an adult security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is snow banks, conifers, faceted ice formations and a frozen open path. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. A low polar sun casts long, soft blue shadows across the snow, illuminating the scene with a cool, desaturated daylight that highlights the texture of the windblown drifts. The whole frame is one finished image in this look: Semi-realistic game rendering. Trees stand only where the conditioning reference shows them. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000–2.500000s: The protagonist walks forward along the route; the protagonist moves about 2 metres along its route.; 2.500000–5.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about 2 metres along its route.; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ independent participant C (participant-c, identity tag #f736df): visible only during [0.000000,5.166667)s.
25
+ independent participant B (participant-b, identity tag #a7f736): visible only during [0.000000,5.166667)s.
26
+ independent participant D (participant-d, identity tag #36f7d6): visible only during [0.000000,5.166667)s.
27
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
28
+
29
+ overall_soundscape:
30
+ N/A
31
+
32
+ non_diegetic_music:
33
+ N/A
prompts/long_video/long30-006-snow-long-pause-look/first-person/colored-obb/win5.txt ADDED
@@ -0,0 +1,33 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: Semi-realistic game rendering: the world, characters and objects keep real-world structure, layout and scale, but proportions, palette, materials and lighting are visibly art-directed — frozen northern saga look: snow, ice and dark pine, fur-and-leather clothing, pale cold light with a faint aurora, rugged slightly idealised figures; an icy steel-blue palette with pale gold highlights; low polar sun raking long blue shadows across the snow; fine windblown snow streaming along the ground; softly painted concept-art surfaces; dramatic sky and light behind the subjects; character design: bulky armoured silhouettes with heavy boots.
14
+
15
+ The independent participant B is an adult park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is an adult hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant D is an adult security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is snow banks, conifers, faceted ice formations and a frozen open path. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. A low polar sun casts long, soft blue shadows across the snow, illuminating the scene with a cool, desaturated daylight that highlights the texture of the windblown drifts. The whole frame is one finished image in this look: Semi-realistic game rendering. Trees stand only where the conditioning reference shows them. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000–2.500000s: The protagonist walks forward along the route; the protagonist moves about 2 metres along its route.; 2.500000–5.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about 2 metres along its route.; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ independent participant C (participant-c, identity tag #f736df): visible only during [0.000000,5.166667)s.
25
+ independent participant B (participant-b, identity tag #a7f736): visible only during [0.000000,5.166667)s.
26
+ independent participant D (participant-d, identity tag #36f7d6): visible only during [0.000000,5.166667)s.
27
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
28
+
29
+ overall_soundscape:
30
+ N/A
31
+
32
+ non_diegetic_music:
33
+ N/A
prompts/long_video/long30-006-snow-long-pause-look/first-person/colored-obb/win6.txt ADDED
@@ -0,0 +1,33 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: Semi-realistic game rendering: the world, characters and objects keep real-world structure, layout and scale, but proportions, palette, materials and lighting are visibly art-directed — frozen northern saga look: snow, ice and dark pine, fur-and-leather clothing, pale cold light with a faint aurora, rugged slightly idealised figures; an icy steel-blue palette with pale gold highlights; low polar sun raking long blue shadows across the snow; fine windblown snow streaming along the ground; softly painted concept-art surfaces; dramatic sky and light behind the subjects; character design: bulky armoured silhouettes with heavy boots.
14
+
15
+ The independent participant B is an adult park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is an adult hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant D is an adult security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is snow banks, conifers, faceted ice formations and a frozen open path. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. A low polar sun casts long, soft blue shadows across the snow, illuminating the scene with a cool, desaturated daylight that highlights the texture of the windblown drifts. The whole frame is one finished image in this look: Semi-realistic game rendering. Trees stand only where the conditioning reference shows them. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000–2.500000s: The protagonist walks forward along the route; the protagonist moves about 2 metres along its route.; 2.500000–5.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about 2 metres along its route.; 5.000000–5.166667s: Everyone and the camera simply keep moving as before.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ independent participant C (participant-c, identity tag #f736df): visible only during [0.000000,5.166667)s.
25
+ independent participant B (participant-b, identity tag #a7f736): visible only during [0.000000,5.166667)s.
26
+ independent participant D (participant-d, identity tag #36f7d6): visible only during [0.000000,5.166667)s.
27
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
28
+
29
+ overall_soundscape:
30
+ N/A
31
+
32
+ non_diegetic_music:
33
+ N/A
prompts/long_video/long30-006-snow-long-pause-look/first-person/colored-obb/win7.txt ADDED
@@ -0,0 +1,34 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ subject_definitions:
2
+ <Video 1> is the structural spatial and temporal reference for the current window.
3
+
4
+ summary:
5
+ [reference generation] Render a continuous 5.166667-second window in the stated target style. Continue the ongoing take from its already given first 34 frames; do not restart.
6
+
7
+ retention_analysis:
8
+ <Video 1>: partially_preserved — retain geometry, camera, visible count, position, scale, facing and action timing; render the target appearance and materials.
9
+
10
+ detailed_description:
11
+ [Shot 1] Appearance and scene:
12
+
13
+ Rendering style of the whole frame: Semi-realistic game rendering: the world, characters and objects keep real-world structure, layout and scale, but proportions, palette, materials and lighting are visibly art-directed — frozen northern saga look: snow, ice and dark pine, fur-and-leather clothing, pale cold light with a faint aurora, rugged slightly idealised figures; an icy steel-blue palette with pale gold highlights; low polar sun raking long blue shadows across the snow; fine windblown snow streaming along the ground; softly painted concept-art surfaces; dramatic sky and light behind the subjects; character design: bulky armoured silhouettes with heavy boots.
14
+
15
+ The independent participant B is an adult park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is an adult hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant D is an adult security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.
16
+
17
+ The setting is snow banks, conifers, faceted ice formations and a frozen open path. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. A low polar sun casts long, soft blue shadows across the snow, illuminating the scene with a cool, desaturated daylight that highlights the texture of the windblown drifts. The whole frame is one finished image in this look: Semi-realistic game rendering. Trees stand only where the conditioning reference shows them. There is no box, frame, glass panel, outline or coloured slab around or in front of any person, animal or object in the output; every figure stands directly in the scene.
18
+
19
+ Protagonist action timeline:
20
+
21
+ 0.000000–1.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 1.420000–3.750000s: The protagonist carries on with the recorded movement of the conditioning reference; 3.750000–5.166667s: The recording has ended: everyone holds the final pose and position and the camera holds its final pose.
22
+
23
+ Exact current reference visibility (local half-open intervals):
24
+ independent participant C (participant-c, identity tag #f736df): visible only during [0.000000,5.166667)s.
25
+ independent participant B (participant-b, identity tag #a7f736): visible only during [0.000000,5.166667)s.
26
+ independent participant D (participant-d, identity tag #36f7d6): visible only during [0.000000,5.166667)s.
27
+ The reference alone determines whether each person or object is on screen. Appearance descriptions do not add invisible subjects. Keep people seated inside their vehicles whenever the reference does so; do not render an additional person outside. Identity-tag colors and white facing marks are controls, not target clothes or surfaces. Never render boxes, wireframes, proxy colors, front marks, interface overlays or duplicate subjects.
28
+ Only the source ends at local 3.750000 seconds in this final window; the remaining 1.416667 seconds are tail padding and will not be delivered.
29
+
30
+ overall_soundscape:
31
+ N/A
32
+
33
+ non_diegetic_music:
34
+ N/A
prompts/long_video/long30-006-snow-long-pause-look/first-person/mixed/prompts.cwm.READY.json ADDED
@@ -0,0 +1,25 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "method": "cwm",
3
+ "sample": "long30-006-snow-long-pause-look__first-person",
4
+ "scene_number": "006",
5
+ "camera": "first-person",
6
+ "style": "fantasy",
7
+ "steps": 20,
8
+ "windows": 8,
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+ "window_frames": 124,
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+ "stride": 90,
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+ "overlap": 34,
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+ "deliver": 720,
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+ "fps": 24,
14
+ "seed": 20260909,
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+ "prompts": [
16
+ "Appearance and scene:\n\nRendering style of the whole frame: Semi-realistic game rendering: the world, characters and objects keep real-world structure, layout and scale, but proportions, palette, materials and lighting are visibly art-directed \u2014 frozen northern saga look: snow, ice and dark pine, fur-and-leather clothing, pale cold light with a faint aurora, rugged slightly idealised figures; an icy steel-blue palette with pale gold highlights; low polar sun raking long blue shadows across the snow; fine windblown snow streaming along the ground; softly painted concept-art surfaces; dramatic sky and light behind the subjects; character design: bulky armoured silhouettes with heavy boots.\n\nThe independent participant B is an adult park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is an adult hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant D is an adult security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is snow banks, conifers, faceted ice formations and a frozen open path. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. A low polar sun casts long, soft blue shadows across the snow, illuminating the scene with a cool, desaturated daylight that highlights the texture of the windblown drifts. The whole frame is one finished image in this look: Semi-realistic game rendering. Trees stand only where the conditioning reference shows them. \n\nProtagonist action timeline:\n\n0.000000\u20132.500000s: The protagonist walks forward along the route; the protagonist moves about 2 metres along its route.; 2.500000\u20135.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about 2 metres along its route.; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
17
+ "Appearance and scene:\n\nRendering style of the whole frame: Semi-realistic game rendering: the world, characters and objects keep real-world structure, layout and scale, but proportions, palette, materials and lighting are visibly art-directed \u2014 frozen northern saga look: snow, ice and dark pine, fur-and-leather clothing, pale cold light with a faint aurora, rugged slightly idealised figures; an icy steel-blue palette with pale gold highlights; low polar sun raking long blue shadows across the snow; fine windblown snow streaming along the ground; softly painted concept-art surfaces; dramatic sky and light behind the subjects; character design: bulky armoured silhouettes with heavy boots.\n\nThe independent participant B is an adult park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is an adult hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant D is an adult security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is snow banks, conifers, faceted ice formations and a frozen open path. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. A low polar sun casts long, soft blue shadows across the snow, illuminating the scene with a cool, desaturated daylight that highlights the texture of the windblown drifts. The whole frame is one finished image in this look: Semi-realistic game rendering. Trees stand only where the conditioning reference shows them. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000\u20132.500000s: The protagonist walks forward along the route; the protagonist moves about 2 metres along its route.; 2.500000\u20135.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about 2 metres along its route.; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
18
+ "Appearance and scene:\n\nRendering style of the whole frame: Semi-realistic game rendering: the world, characters and objects keep real-world structure, layout and scale, but proportions, palette, materials and lighting are visibly art-directed \u2014 frozen northern saga look: snow, ice and dark pine, fur-and-leather clothing, pale cold light with a faint aurora, rugged slightly idealised figures; an icy steel-blue palette with pale gold highlights; low polar sun raking long blue shadows across the snow; fine windblown snow streaming along the ground; softly painted concept-art surfaces; dramatic sky and light behind the subjects; character design: bulky armoured silhouettes with heavy boots.\n\nThe independent participant B is an adult park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is an adult hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant D is an adult security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is snow banks, conifers, faceted ice formations and a frozen open path. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. A low polar sun casts long, soft blue shadows across the snow, illuminating the scene with a cool, desaturated daylight that highlights the texture of the windblown drifts. The whole frame is one finished image in this look: Semi-realistic game rendering. Trees stand only where the conditioning reference shows them. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000\u20132.470000s: The protagonist walks forward along the route; the protagonist moves about 2 metres along its route.; 2.470000\u20135.000000s: The protagonist stops and looks around at the surroundings.; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
19
+ "Appearance and scene:\n\nRendering style of the whole frame: Semi-realistic game rendering: the world, characters and objects keep real-world structure, layout and scale, but proportions, palette, materials and lighting are visibly art-directed \u2014 frozen northern saga look: snow, ice and dark pine, fur-and-leather clothing, pale cold light with a faint aurora, rugged slightly idealised figures; an icy steel-blue palette with pale gold highlights; low polar sun raking long blue shadows across the snow; fine windblown snow streaming along the ground; softly painted concept-art surfaces; dramatic sky and light behind the subjects; character design: bulky armoured silhouettes with heavy boots.\n\nThe independent participant B is an adult park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is an adult hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant D is an adult security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is snow banks, conifers, faceted ice formations and a frozen open path. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. A low polar sun casts long, soft blue shadows across the snow, illuminating the scene with a cool, desaturated daylight that highlights the texture of the windblown drifts. The whole frame is one finished image in this look: Semi-realistic game rendering. Trees stand only where the conditioning reference shows them. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000\u20131.700000s: The protagonist stops and looks around at the surroundings.; 1.700000\u20135.000000s: The protagonist walks forward along the route; the protagonist moves about 3 metres along its route, lowers the body by a short distance (head height 0.2 to -0.0 m).; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
20
+ "Appearance and scene:\n\nRendering style of the whole frame: Semi-realistic game rendering: the world, characters and objects keep real-world structure, layout and scale, but proportions, palette, materials and lighting are visibly art-directed \u2014 frozen northern saga look: snow, ice and dark pine, fur-and-leather clothing, pale cold light with a faint aurora, rugged slightly idealised figures; an icy steel-blue palette with pale gold highlights; low polar sun raking long blue shadows across the snow; fine windblown snow streaming along the ground; softly painted concept-art surfaces; dramatic sky and light behind the subjects; character design: bulky armoured silhouettes with heavy boots.\n\nThe independent participant B is an adult park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is an adult hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant D is an adult security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is snow banks, conifers, faceted ice formations and a frozen open path. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. A low polar sun casts long, soft blue shadows across the snow, illuminating the scene with a cool, desaturated daylight that highlights the texture of the windblown drifts. The whole frame is one finished image in this look: Semi-realistic game rendering. Trees stand only where the conditioning reference shows them. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000\u20132.500000s: The protagonist walks forward along the route; the protagonist moves about 2 metres along its route.; 2.500000\u20135.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about 2 metres along its route.; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
21
+ "Appearance and scene:\n\nRendering style of the whole frame: Semi-realistic game rendering: the world, characters and objects keep real-world structure, layout and scale, but proportions, palette, materials and lighting are visibly art-directed \u2014 frozen northern saga look: snow, ice and dark pine, fur-and-leather clothing, pale cold light with a faint aurora, rugged slightly idealised figures; an icy steel-blue palette with pale gold highlights; low polar sun raking long blue shadows across the snow; fine windblown snow streaming along the ground; softly painted concept-art surfaces; dramatic sky and light behind the subjects; character design: bulky armoured silhouettes with heavy boots.\n\nThe independent participant B is an adult park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is an adult hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant D is an adult security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is snow banks, conifers, faceted ice formations and a frozen open path. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. A low polar sun casts long, soft blue shadows across the snow, illuminating the scene with a cool, desaturated daylight that highlights the texture of the windblown drifts. The whole frame is one finished image in this look: Semi-realistic game rendering. Trees stand only where the conditioning reference shows them. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000\u20132.500000s: The protagonist walks forward along the route; the protagonist moves about 2 metres along its route.; 2.500000\u20135.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about 2 metres along its route.; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
22
+ "Appearance and scene:\n\nRendering style of the whole frame: Semi-realistic game rendering: the world, characters and objects keep real-world structure, layout and scale, but proportions, palette, materials and lighting are visibly art-directed \u2014 frozen northern saga look: snow, ice and dark pine, fur-and-leather clothing, pale cold light with a faint aurora, rugged slightly idealised figures; an icy steel-blue palette with pale gold highlights; low polar sun raking long blue shadows across the snow; fine windblown snow streaming along the ground; softly painted concept-art surfaces; dramatic sky and light behind the subjects; character design: bulky armoured silhouettes with heavy boots.\n\nThe independent participant B is an adult park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is an adult hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant D is an adult security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is snow banks, conifers, faceted ice formations and a frozen open path. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. A low polar sun casts long, soft blue shadows across the snow, illuminating the scene with a cool, desaturated daylight that highlights the texture of the windblown drifts. The whole frame is one finished image in this look: Semi-realistic game rendering. Trees stand only where the conditioning reference shows them. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 0.000000\u20132.500000s: The protagonist walks forward along the route; the protagonist moves about 2 metres along its route.; 2.500000\u20135.000000s: The protagonist keeps going through the same traverse stretch; the protagonist moves about 2 metres along its route.; 5.000000\u20135.166667s: Everyone and the camera simply keep moving as before.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n",
23
+ "Appearance and scene:\n\nRendering style of the whole frame: Semi-realistic game rendering: the world, characters and objects keep real-world structure, layout and scale, but proportions, palette, materials and lighting are visibly art-directed \u2014 frozen northern saga look: snow, ice and dark pine, fur-and-leather clothing, pale cold light with a faint aurora, rugged slightly idealised figures; an icy steel-blue palette with pale gold highlights; low polar sun raking long blue shadows across the snow; fine windblown snow streaming along the ground; softly painted concept-art surfaces; dramatic sky and light behind the subjects; character design: bulky armoured silhouettes with heavy boots.\n\nThe independent participant B is an adult park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is an adult hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant D is an adult security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference.\n\nThe setting is snow banks, conifers, faceted ice formations and a frozen open path. Preserve the reference spacing, masses and open routes. The camera is the protagonist's own first-person view, carried at the protagonist's eye height, and it follows the recorded camera path of the conditioning reference with its fixed 75-degree vertical field of view. A low polar sun casts long, soft blue shadows across the snow, illuminating the scene with a cool, desaturated daylight that highlights the texture of the windblown drifts. The whole frame is one finished image in this look: Semi-realistic game rendering. Trees stand only where the conditioning reference shows them. \n\nProtagonist action timeline:\n\n0.000000\u20131.420000s: the already-given end of the previous clip; the action carries on from it without any restart; 1.420000\u20133.750000s: The protagonist carries on with the recorded movement of the conditioning reference; 3.750000\u20135.166667s: The recording has ended: everyone holds the final pose and position and the camera holds its final pose.\n\n\nOnly depict entities visible in the current conditioning frames; appearance text never adds an absent entity.\n"
24
+ ]
25
+ }
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1
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+ "text": "Semi-realistic game rendering: the world, characters and objects keep real-world structure, layout and scale, but proportions, palette, materials and lighting are visibly art-directed — frozen northern saga look: snow, ice and dark pine, fur-and-leather clothing, pale cold light with a faint aurora, rugged slightly idealised figures; an icy steel-blue palette with pale gold highlights; low polar sun raking long blue shadows across the snow; fine windblown snow streaming along the ground; softly painted concept-art surfaces; dramatic sky and light behind the subjects; character design: bulky armoured silhouettes with heavy boots. The independent participant B is an adult park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is an adult hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant D is an adult security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference. The protagonist walks forward along the route. The protagonist stops and looks around at the surroundings. Only people visible in the control appear.",
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+ "text": "Semi-realistic game rendering: the world, characters and objects keep real-world structure, layout and scale, but proportions, palette, materials and lighting are visibly art-directed — frozen northern saga look: snow, ice and dark pine, fur-and-leather clothing, pale cold light with a faint aurora, rugged slightly idealised figures; an icy steel-blue palette with pale gold highlights; low polar sun raking long blue shadows across the snow; fine windblown snow streaming along the ground; softly painted concept-art surfaces; dramatic sky and light behind the subjects; character design: bulky armoured silhouettes with heavy boots. The independent participant B is an adult park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is an adult hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant D is an adult security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference. The protagonist stops and looks around at the surroundings. The protagonist walks forward along the route. Only people visible in the control appear.",
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+ "segment": 4,
70
+ "t0": 20.0,
71
+ "t1": 25.0,
72
+ "text": "Semi-realistic game rendering: the world, characters and objects keep real-world structure, layout and scale, but proportions, palette, materials and lighting are visibly art-directed — frozen northern saga look: snow, ice and dark pine, fur-and-leather clothing, pale cold light with a faint aurora, rugged slightly idealised figures; an icy steel-blue palette with pale gold highlights; low polar sun raking long blue shadows across the snow; fine windblown snow streaming along the ground; softly painted concept-art surfaces; dramatic sky and light behind the subjects; character design: bulky armoured silhouettes with heavy boots. The independent participant B is an adult park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is an adult hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant D is an adult security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference. The protagonist walks forward along the route. Only people visible in the control appear.",
73
+ "text_sha256": "704384baeacfe11657ec9ac464eea7920b5299cebbdd1a2b301c28de9841c6da",
74
+ "events": [
75
+ {
76
+ "t0": 18.75,
77
+ "t1": 25.0,
78
+ "window": 5
79
+ }
80
+ ]
81
+ },
82
+ {
83
+ "segment": 5,
84
+ "t0": 25.0,
85
+ "t1": 30.0,
86
+ "text": "Semi-realistic game rendering: the world, characters and objects keep real-world structure, layout and scale, but proportions, palette, materials and lighting are visibly art-directed — frozen northern saga look: snow, ice and dark pine, fur-and-leather clothing, pale cold light with a faint aurora, rugged slightly idealised figures; an icy steel-blue palette with pale gold highlights; low polar sun raking long blue shadows across the snow; fine windblown snow streaming along the ground; softly painted concept-art surfaces; dramatic sky and light behind the subjects; character design: bulky armoured silhouettes with heavy boots. The independent participant B is an adult park ranger with short grey hair under a wide-brim hat, wearing an olive ranger shirt, tan trousers, and brown boots. The independent participant C is an adult hiker with short dark-brown hair, wearing an olive shell jacket, charcoal trousers, and tan hiking boots. The independent participant D is an adult security guard with a shaved head, wearing a slate uniform shirt with epaulettes, charcoal uniform trousers, and black duty boots. Every described entity retains this appearance only while visible in the reference. The protagonist walks forward along the route. Only people visible in the control appear.",
87
+ "text_sha256": "704384baeacfe11657ec9ac464eea7920b5299cebbdd1a2b301c28de9841c6da",
88
+ "events": [
89
+ {
90
+ "t0": 22.5,
91
+ "t1": 25.0,
92
+ "window": 6
93
+ }
94
+ ]
95
+ }
96
+ ]
prompts/long_video/long30-012-tunnel-long-pause-look/first-person/colored-obb/system_w0.txt ADDED
@@ -0,0 +1 @@
 
 
1
+ AWM_PROXY_CONTROL. <Video 1> controls exact current camera, geometry, subject visibility, root motion and facing. Proxy colors are identity tags, not target surfaces. Materialize each visible entity once in its occupied region. No proxy boxes, outlines, white front marks or interface overlays. <Picture 1> supplies appearance and the locked initial frame. Start at that state and follow the current reference throughout this window.
prompts/long_video/long30-012-tunnel-long-pause-look/first-person/colored-obb/system_wn.txt ADDED
@@ -0,0 +1 @@
 
 
1
+ AWM_PROXY_CONTROL. <Video 1> controls exact current camera, geometry, subject visibility, root motion and facing. Proxy colors are identity tags, not target surfaces. Materialize each visible entity once in its occupied region. No proxy boxes, outlines, white front marks or interface overlays. No appearance image is supplied in this continuation. Preserve identity from the generated prefix. The first34 frames are the locked end of the preceding window; continue without restarting, freezing or returning to an old camera composition.