YY222 xiaotianqi05 commited on
Commit
4086df2
·
1 Parent(s): 1908637

Upload Seedance CG videos for G057_rhythm_machine_hall (#223)

Browse files

- Upload H3 CG videos for G057_rhythm_machine_hall (3ffddd608d757d2395ced5025c5b9c71c203821c)


Co-authored-by: 肖天祺 <xiaotianqi05@users.noreply.huggingface.co>

outputs/G057_rhythm_machine_hall/assets/cg_video/G057_cg_001/meta_seedance.json ADDED
@@ -0,0 +1,54 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "task_id_input": "G057_cg_001",
3
+ "game_id": "G057_rhythm_machine_hall",
4
+ "model": "bytedance/seedance-2",
5
+ "prompt_schema": "cg_video_prompt.v1",
6
+ "prompt_sha256": "d04fd8a9310f2863a428f684847b0d8d47fc9b687f0e70d48452190c89fb2c62",
7
+ "status": "success",
8
+ "request": {
9
+ "model": "bytedance/seedance-2",
10
+ "input": {
11
+ "prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G057_rhythm_machine_hall\nWorld and visual bible:\n- - W01 世界与时代背景:发条与蒸汽驱动的架空时代,「谐律厅」是城市的心脏——巨型机械音乐厅每晚以合奏钟声为全城报时。\n- - W02 场景所在地:谐律厅的独奏台——四条黄铜音轨沿齿轮墙垂落,判定线是一排待击音簧。\n- - W03 玩家身份与当前任务:玩家是调律师学徒「聆」;当前任务:在钟枢校准夜完成独奏,让报时大合奏如期奏响。\n- - W04 失败代价与结局表达:血条归零=校准中断需重来(判负界面文案);完成则 C03 呈现大合奏钟声齐鸣、全城灯火应和的场面。\n- - W05 叙事来源:四轨道=钟枢的四根音簧;双押=和音;终曲段=校准夜的收束乐章;节拍灯=音乐厅的呼吸。全部原创。\n- - W06 视觉风格与色彩材质:黄铜与暗木的机械美感;主色=黄铜金(#B08D4F 系)+暗胡桃(#4A3A2C 系)+判定青光(#57C9B8 系);材质以黄铜、蒸汽管、磨砂玻璃为主。\n- - W07 环境氛围与声音语言:齿轮低鸣的音乐厅——常驻机械运转声;音效语言为「节拍灯咔哒+音符爆裂+断连闷响+终曲钟声」,全部音效按 §9 F06 冻结清单交付。\n- - W08 故事表达方式:开场视频(C01)交代校准夜 → 终曲段视频(C02)作为高潮节点 → 结算视频(C03)收束报时;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:固定正面舞台视角(演奏 UI 全屏),无跟随;判定线轻微随低频节奏起伏(幅度 ≤4 像素,不改变判定位置);镜头边界=演奏 UI 外框。\n- - F04 环境常驻效果:齿轮墙缓慢转动、蒸汽微雾、节拍灯随节拍明暗;不遮挡轨道与判定线。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 开场演出\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: A grand mechanical music hall glows at night, an apprentice tuner mounts the stage as four brass note tracks light up and the gear wall turns, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 开场演出(Opening,10 秒,1280×720@24fps)\n- - 触发时机:首次由开始界面进入演奏之前,每局一次\n- - 内容与角色场景:夜幕中的谐律厅灯火通明,调律师学徒「聆」登上独奏台,四条黄铜音轨次第亮起,齿轮墙开始转动\n- - 资产对应:谐律厅、独奏台、音轨与游戏内场景同源设计\n- - 可跳过:Esc/Enter 跳过 → 直接进入演奏(谱面从 0 秒起算);自然播完 → 同\n- - 状态一致:播放期间不推进谱面与计时;进入状态=热身段起点\n\n[SHOT PLAN]\n0-5s: establish the scene and begin the required action from this description: A grand mechanical music hall glows at night, an apprentice tuner mounts the stage as four brass note tracks light up and the gear wall turns, cinematic, original design, no text\n5-10s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: declared_playable_entry_state\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 10 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
12
+ "reference_image_urls": [],
13
+ "reference_video_urls": [],
14
+ "reference_audio_urls": [],
15
+ "return_last_frame": false,
16
+ "generate_audio": false,
17
+ "resolution": "720p",
18
+ "aspect_ratio": "16:9",
19
+ "duration": 10
20
+ }
21
+ },
22
+ "started_at": "2026-10-19T17:12:21.739762+00:00",
23
+ "task_id": "cc091efc05e775bb3cf902579417c535",
24
+ "status_response": {
25
+ "taskId": "cc091efc05e775bb3cf902579417c535",
26
+ "model": "bytedance/seedance-2",
27
+ "state": "success",
28
+ "param": "{\"input\":\"{\\\"duration\\\":10,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G057_rhythm_machine_hall\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:发条与蒸汽驱动的架空时代,「谐律厅」是城市的心脏——巨型机械音乐厅每晚以合奏钟声为全城报时。\\\\n- - W02 场景所在地:谐律厅的独奏台——四条黄铜音轨沿齿轮墙垂落,判定线是一排待击音簧。\\\\n- - W03 玩家身份与当前任务:玩家是调律师学徒「聆」;当前任务:在钟枢校准夜完成独奏,让报时大合奏如期奏响。\\\\n- - W04 失败代价与结局表达:血条归零=校准中断需重来(判负界面文案);完成则 C03 呈现大合奏钟声齐鸣、全城灯火应和的场面。\\\\n- - W05 叙事来源:四轨道=钟枢的四根音簧;双押=和音;终曲段=校准夜的收束乐章;节拍灯=音乐厅的呼吸。全部原创。\\\\n- - W06 视觉风格与色彩材质:黄铜与暗木的机械美感;主色=黄铜金(#B08D4F 系)+暗胡桃(#4A3A2C 系)+判定青光(#57C9B8 系);材质以黄铜、蒸汽管、磨砂玻璃为主。\\\\n- - W07 环境氛围与声音语言:齿轮低鸣的音乐厅——常驻机械运转声;音效语言为「节拍灯咔哒+音符爆裂+断连闷响+终曲钟声」,全部音效按 §9 F06 冻结清单交付。\\\\n- - W08 故事表达方式:开场视频(C01)交代校准夜 → 终曲段视频(C02)作为高潮节点 → 结算视频(C03)收束报时;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定正面舞台视角(演奏 UI 全屏),无跟随;判定线轻微随低频节奏起伏(幅度 ≤4 像素,不改变判定位置);镜头边界=演奏 UI 外框。\\\\n- - F04 环境常驻效果:齿轮墙缓慢转动、蒸汽微雾、节拍灯随节拍明暗;不遮挡轨道与判定线。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 开场演出\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: A grand mechanical music hall glows at night, an apprentice tuner mounts the stage as four brass note tracks light up and the gear wall turns, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 开场演出(Opening,10 秒,1280×720@24fps)\\\\n- - 触发时机:首次由开始界面进入演奏之前,每局一次\\\\n- - 内容与角色场景:夜幕中的谐律厅灯火通明,调律师学徒「聆」登上独奏台,四条黄铜音轨次第亮起,齿轮墙开始转动\\\\n- - 资产对应:谐律厅、独奏台、音轨与游戏内场景同源设计\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入演奏(谱面从 0 秒起算);自然播完 → 同\\\\n- - 状态一致:播放期间不推进谱面与计时;进入状态=热身段起点\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: A grand mechanical music hall glows at night, an apprentice tuner mounts the stage as four brass note tracks light up and the gear wall turns, cinematic, original design, no text\\\\n5-10s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: declared_playable_entry_state\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 10 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
29
+ "resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792430211941-1gr68np3uqk.mp4\"]}",
30
+ "failCode": null,
31
+ "failMsg": null,
32
+ "costTime": 269,
33
+ "completeTime": 1792430212649,
34
+ "createTime": 1792429942833,
35
+ "creditsConsumed": 410.0,
36
+ "operationType": "bytedance/seedance-2",
37
+ "response": {
38
+ "resultUrls": [
39
+ "https://tempfile.aiquickdraw.com/seedance/1792430211941-1gr68np3uqk.mp4"
40
+ ]
41
+ },
42
+ "successFlag": 1,
43
+ "paramJson": "{\"input\":\"{\\\"duration\\\":10,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G057_rhythm_machine_hall\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:发条与蒸汽驱动的架空时代,「谐律厅」是城市的心脏——巨型机械音乐厅每晚以合奏钟声为全城报时。\\\\n- - W02 场景所在地:谐律厅的独奏台——四条黄铜音轨沿齿轮墙垂落,判定线是一排待击音簧。\\\\n- - W03 玩家身份与当前任务:玩家是调律师学徒「聆」;当前任务:在钟枢校准夜完成独奏,让报时大合奏如期奏响。\\\\n- - W04 失败代价与结局表达:血条归零=校准中断需重来(判负界面文案);完成则 C03 呈现大合奏钟声齐鸣、全城灯火应和的场面。\\\\n- - W05 叙事来源:四轨道=钟枢的四根音簧;双押=和音;终曲段=校准夜的收束乐章;节拍灯=音乐厅的呼吸。全部原创。\\\\n- - W06 视觉风格与色彩材质:黄铜与暗木的机械美感;主色=黄铜金(#B08D4F 系)+暗胡桃(#4A3A2C 系)+判定青光(#57C9B8 系);材质以黄铜、蒸汽管、磨砂玻璃为主。\\\\n- - W07 环境氛围与声音语言:齿轮低鸣的音乐厅——常驻机械运转声;音效语言为「节拍灯咔哒+音符爆裂+断连闷响+终曲钟声」,全部音效按 §9 F06 冻结清单交付。\\\\n- - W08 故事表达方式:开场视频(C01)交代校准夜 → 终曲段视频(C02)作为高潮节点 → 结算视频(C03)收束报时;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定正面舞台视角(演奏 UI 全屏),无跟随;判定线轻微随低频节奏起伏(幅度 ≤4 像素,不改变判定位置);镜头边界=演奏 UI 外框。\\\\n- - F04 环境常驻效果:齿轮墙缓慢转动、蒸汽微雾、节拍灯随节拍明暗;不遮挡轨道与判定线。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 开场演出\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: A grand mechanical music hall glows at night, an apprentice tuner mounts the stage as four brass note tracks light up and the gear wall turns, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 开场演出(Opening,10 秒,1280×720@24fps)\\\\n- - 触发时机:首次由开始界面进入演奏之前,每局一次\\\\n- - 内容与角色场景:夜幕中的谐律厅灯火通明,调律师学徒「聆」登上独奏台,四条黄铜音轨次第亮起,齿轮墙开始转动\\\\n- - 资产对应:谐律厅、独奏台、音轨与游戏内场景同源设计\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入演奏(谱面从 0 秒起算);自然播完 → 同\\\\n- - 状态一致:播放期间不推进谱面与计时;进入状态=热身段起点\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: A grand mechanical music hall glows at night, an apprentice tuner mounts the stage as four brass note tracks light up and the gear wall turns, cinematic, original design, no text\\\\n5-10s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: declared_playable_entry_state\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 10 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}"
44
+ },
45
+ "result_url": "https://tempfile.aiquickdraw.com/seedance/1792430211941-1gr68np3uqk.mp4",
46
+ "native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G057_cg_001__seedance20.native.mp4",
47
+ "video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G057_cg_001__seedance20.mp4",
48
+ "native_video_bytes": 5128723,
49
+ "video_bytes": 2513315,
50
+ "credits_consumed": 410.0,
51
+ "finished_at": "2026-10-19T17:16:57.935941+00:00",
52
+ "uploaded_artifact": "video_seedance.mp4",
53
+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
54
+ }
outputs/G057_rhythm_machine_hall/assets/cg_video/G057_cg_001/video_seedance.mp4 ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:f89dfde118de9f5ea690f123ba1cac8fb83cafc9ff87d5177c9bda76bcc1b99f
3
+ size 2513315
outputs/G057_rhythm_machine_hall/assets/cg_video/G057_cg_002/meta_seedance.json ADDED
@@ -0,0 +1,54 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "task_id_input": "G057_cg_002",
3
+ "game_id": "G057_rhythm_machine_hall",
4
+ "model": "bytedance/seedance-2",
5
+ "prompt_schema": "cg_video_prompt.v1",
6
+ "prompt_sha256": "8d4ff121e23e206437ea02a6bec7b1c0b5a866452e8e9a830cd4f2eb86b72c12",
7
+ "status": "success",
8
+ "request": {
9
+ "model": "bytedance/seedance-2",
10
+ "input": {
11
+ "prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G057_rhythm_machine_hall\nWorld and visual bible:\n- - W01 世界与时代背景:发条与蒸汽驱动的架空时代,「谐律厅」是城市的心脏——巨型机械音乐厅每晚以合奏钟声为全城报时。\n- - W02 场景所在地:谐律厅的独奏台——四条黄铜音轨沿齿轮墙垂落,判定线是一排待击音簧。\n- - W03 玩家身份与当前任务:玩家是调律师学徒「聆」;当前任务:在钟枢校准夜完成独奏,让报时大合奏如期奏响。\n- - W04 失败代价与结局表达:血条归零=校准中断需重来(判负界面文案);完成则 C03 呈现大合奏钟声齐鸣、全城灯火应和的场面。\n- - W05 叙事来源:四轨道=钟枢的四根音簧;双押=和音;终曲段=校准夜的收束乐章;节拍灯=音乐厅的呼吸。全部原创。\n- - W06 视觉风格与色彩材质:黄铜与暗木的机械美感;主色=黄铜金(#B08D4F 系)+暗胡桃(#4A3A2C 系)+判定青光(#57C9B8 系);材质以黄铜、蒸汽管、磨砂玻璃为主。\n- - W07 环境氛围与声音语言:齿轮低鸣的音乐厅——常驻机械运转声;音效语言为「节拍灯咔哒+音符爆裂+断连闷响+终曲钟声」,全部音效按 §9 F06 冻结清单交付。\n- - W08 故事表达方式:开场视频(C01)交代校准夜 → 终曲段视频(C02)作为高潮节点 → 结算视频(C03)收束报时;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:固定正面舞台视角(演奏 UI 全屏),无跟随;判定线轻微随低频节奏起伏(幅度 ≤4 像素,不改变判定位置);镜头边界=演奏 UI 外框。\n- - F04 环境常驻效果:齿轮墙缓慢转动、蒸汽微雾、节拍灯随节拍明暗;不遮挡轨道与判定线。\n\n[CINEMATIC ROLE]\nType: Event\nName: 终曲段演出\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\nSource visual requirement: Stage lights blaze to full as the great clock core spins, dual reeds lift side by side for the finale chord, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 终曲段演出(Event,6 秒,1280×720@24fps)\n- - 触发时机:首次进入终曲段(70 秒边界 `section_change` 事件)时短暂插入,每局一次\n- - 内容与角色场景:舞台灯光全亮,报时大钟的钟枢开始旋转,双轨和音音簧并列弹起\n- - 资产对应:钟枢、音簧、舞台与游戏内一致\n- - 可跳过:Esc 跳过 → 终曲段从边界点继续(谱面按已计时间推进,跳过不回溯);自然播完 → 同\n- - 状态一致:仅在真实段边界后触发;跳过不改变得分/连击/血条\n\n[SHOT PLAN]\n0-3s: establish the scene and begin the required action from this description: Stage lights blaze to full as the great clock core spins, dual reeds lift side by side for the finale chord, cinematic, original design, no text\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: declared_followup_gameplay_state\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 6 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
12
+ "reference_image_urls": [],
13
+ "reference_video_urls": [],
14
+ "reference_audio_urls": [],
15
+ "return_last_frame": false,
16
+ "generate_audio": false,
17
+ "resolution": "720p",
18
+ "aspect_ratio": "16:9",
19
+ "duration": 6
20
+ }
21
+ },
22
+ "started_at": "2026-10-19T17:16:58.559325+00:00",
23
+ "task_id": "5c61f36a0aa6905af9d832f2c647d511",
24
+ "status_response": {
25
+ "taskId": "5c61f36a0aa6905af9d832f2c647d511",
26
+ "model": "bytedance/seedance-2",
27
+ "state": "success",
28
+ "param": "{\"input\":\"{\\\"duration\\\":6,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G057_rhythm_machine_hall\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:发条与蒸汽驱动的架空时代,「谐律厅」是城市的心脏——巨型机械音乐厅每晚以合奏钟声为全城报时。\\\\n- - W02 场景所在地:谐律厅的独奏台——四条黄铜音轨沿齿轮墙垂落,判定线是一排待击音簧。\\\\n- - W03 玩家身份与当前任务:玩家是调律师学徒「聆」;当前任务:在钟枢校准夜完成独奏,让报时大合奏如期奏响。\\\\n- - W04 失败代价与结局表达:血条归零=校准中断需重来(判负界面文案);完成则 C03 呈现大合奏钟声齐鸣、全城灯火应和的场面。\\\\n- - W05 叙事来源:四轨道=钟枢的四根音簧;双押=和音;终曲段=校准夜的收束乐章;节拍灯=音乐厅的呼吸。全部原创。\\\\n- - W06 视觉风格与色彩材质:黄铜与暗木的机械美感;主色=黄铜金(#B08D4F 系)+暗胡桃(#4A3A2C 系)+判定青光(#57C9B8 系);材质以黄铜、蒸汽管、磨砂玻璃为主。\\\\n- - W07 环境氛围与声音语言:齿轮低鸣的音乐厅——常驻机械运转声;音效语言为「节拍灯咔哒+音符爆裂+断连闷响+终曲钟声」,全部音效按 §9 F06 冻结清单交付。\\\\n- - W08 故事表达方式:开场视频(C01)交代校准夜 → 终曲段视频(C02)作为高潮节点 → 结算视频(C03)收束报时;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定正面舞台视角(演奏 UI 全屏),无跟随;判定线轻微随低频节奏起伏(幅度 ≤4 像素,不改变判定位置);镜头边界=演奏 UI 外框。\\\\n- - F04 环境常驻效果:齿轮墙缓慢转动、蒸汽微雾、节拍灯随节拍明暗;不遮挡轨道与判定线。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 终曲段演出\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: Stage lights blaze to full as the great clock core spins, dual reeds lift side by side for the finale chord, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 终曲段演出(Event,6 秒,1280×720@24fps)\\\\n- - 触发时机:首次进入终曲段(70 秒边界 `section_change` 事件)时短暂插入,每局一次\\\\n- - 内容与角色场景:舞台灯光全亮,报时大钟的钟枢开始旋转,双轨和音音簧并列弹起\\\\n- - 资产对应:钟枢、音簧、舞台与游戏内一致\\\\n- - 可跳过:Esc 跳过 → 终曲段从边界点继续(谱面按已计时间推进,跳过不回溯);自然播完 → 同\\\\n- - 状态一致:仅在真实段边界后触发;跳过不改变得分/连击/血条\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: Stage lights blaze to full as the great clock core spins, dual reeds lift side by side for the finale chord, cinematic, original design, no text\\\\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: declared_followup_gameplay_state\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 6 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
29
+ "resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792430483128-hsvb2s41wlq.mp4\"]}",
30
+ "failCode": null,
31
+ "failMsg": null,
32
+ "costTime": 264,
33
+ "completeTime": 1792430484075,
34
+ "createTime": 1792430219622,
35
+ "creditsConsumed": 246.0,
36
+ "operationType": "bytedance/seedance-2",
37
+ "response": {
38
+ "resultUrls": [
39
+ "https://tempfile.aiquickdraw.com/seedance/1792430483128-hsvb2s41wlq.mp4"
40
+ ]
41
+ },
42
+ "successFlag": 1,
43
+ "paramJson": "{\"input\":\"{\\\"duration\\\":6,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G057_rhythm_machine_hall\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:发条与蒸汽驱动的架空时代,「谐律厅」是城市的心脏——巨型机械音乐厅每晚以合奏钟声为全城报时。\\\\n- - W02 场景所在地:谐律厅的独奏台——四条黄铜音轨沿齿轮墙垂落,判定线是一排待击音簧。\\\\n- - W03 玩家身份与当前任务:玩家是调律师学徒「聆」;当前任务:在钟枢校准夜完成独奏,让报时大合奏如期奏响。\\\\n- - W04 失败代价与结局表达:血条归零=校准中断需重来(判负界面文案);完成则 C03 呈现大合奏钟声齐鸣、全城灯火应和的场面。\\\\n- - W05 叙事来源:四轨道=钟枢的四根音簧;双押=和音;终曲段=校准夜的收束乐章;节拍灯=音乐厅的呼吸。全部原创。\\\\n- - W06 视觉风格与色彩材质:黄铜与暗木的机械美感;主色=黄铜金(#B08D4F 系)+暗胡桃(#4A3A2C 系)+判定青光(#57C9B8 系);材质以黄铜、蒸汽管、磨砂玻璃为主。\\\\n- - W07 环境氛围与声音语言:齿轮低鸣的音乐厅——常驻机械运转声;音效语言为「节拍灯咔哒+音符爆裂+断连闷响+终曲钟声」,全部音效按 §9 F06 冻结清单交付。\\\\n- - W08 故事表达方式:开场视频(C01)交代校准夜 → 终曲段视频(C02)作为高潮节点 → 结算视频(C03)收束报时;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定正面舞台视角(演奏 UI 全屏),无跟随;判定线轻微随低频节奏起伏(幅度 ≤4 像素,不改变判定位置);镜头边界=演奏 UI 外框。\\\\n- - F04 环境常驻效果:齿轮墙缓慢转动、蒸汽微雾、节拍灯随节拍明暗;不遮挡轨道与判定线。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 终曲段演出\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: Stage lights blaze to full as the great clock core spins, dual reeds lift side by side for the finale chord, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 终曲段演出(Event,6 秒,1280×720@24fps)\\\\n- - 触发时机:首次进入终曲段(70 秒边界 `section_change` 事件)时短暂插入,每局一次\\\\n- - 内容与角色场景:舞台灯光全亮,报时大钟的钟枢开始旋转,双轨和音音簧并列弹起\\\\n- - 资产对应:钟枢、音簧、舞台与游戏内一致\\\\n- - 可跳过:Esc 跳过 → 终曲段从边界点继续(谱面按已计时间推进,跳过不回溯);自然播完 → 同\\\\n- - 状态一致:仅在真实段边界后触发;跳过不改变得分/连击/血条\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: Stage lights blaze to full as the great clock core spins, dual reeds lift side by side for the finale chord, cinematic, original design, no text\\\\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: declared_followup_gameplay_state\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 6 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}"
44
+ },
45
+ "result_url": "https://tempfile.aiquickdraw.com/seedance/1792430483128-hsvb2s41wlq.mp4",
46
+ "native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G057_cg_002__seedance20.native.mp4",
47
+ "video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G057_cg_002__seedance20.mp4",
48
+ "native_video_bytes": 4001524,
49
+ "video_bytes": 1923861,
50
+ "credits_consumed": 246.0,
51
+ "finished_at": "2026-10-19T17:21:32.836369+00:00",
52
+ "uploaded_artifact": "video_seedance.mp4",
53
+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
54
+ }
outputs/G057_rhythm_machine_hall/assets/cg_video/G057_cg_002/video_seedance.mp4 ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:d9da9864ad60f2c42d1923fea43873204c075abc875afd8e94d919bfe1cf2258
3
+ size 1923861
outputs/G057_rhythm_machine_hall/assets/cg_video/G057_cg_003/meta_seedance.json ADDED
@@ -0,0 +1,54 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "task_id_input": "G057_cg_003",
3
+ "game_id": "G057_rhythm_machine_hall",
4
+ "model": "bytedance/seedance-2",
5
+ "prompt_schema": "cg_video_prompt.v1",
6
+ "prompt_sha256": "5778fc24e12706f377cfd564f14cff97fff2a48e2b37f52e0b7d9e8cd15e5e49",
7
+ "status": "success",
8
+ "request": {
9
+ "model": "bytedance/seedance-2",
10
+ "input": {
11
+ "prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G057_rhythm_machine_hall\nWorld and visual bible:\n- - W01 世界与时代背景:发条与蒸汽驱动的架空时代,「谐律厅」是城市的心脏——巨型机械音乐厅每晚以合奏钟声为全城报时。\n- - W02 场景所在地:谐律厅的独奏台——四条黄铜音轨沿齿轮墙垂落,判定线是一排待击音簧。\n- - W03 玩家身份与当前任务:玩家是调律师学徒「聆」;当前任务:在钟枢校准夜完成独奏,让报时大合奏如期奏响。\n- - W04 失败代价与结局表达:血条归零=校准中断需重来(判负界面文案);完成则 C03 呈现大合奏钟声齐鸣、全城灯火应和的场面。\n- - W05 叙事来源:四轨道=钟枢的四根音簧;双押=和音;终曲段=校准夜的收束乐章;节拍灯=音乐厅的呼吸。全部原创。\n- - W06 视觉风格与色彩材质:黄铜与暗木的机械美感;主色=黄铜金(#B08D4F 系)+暗胡桃(#4A3A2C 系)+判定青光(#57C9B8 系);材质以黄铜、蒸汽管、磨砂玻璃为主。\n- - W07 环境氛围与声音语言:齿轮低鸣的音乐厅——常驻机械运转声;音效语言为「节拍灯咔哒+音符爆裂+断连闷响+终曲钟声」,全部音效按 §9 F06 冻结清单交付。\n- - W08 故事表达方式:开场视频(C01)交代校准夜 → 终曲段视频(C02)作为高潮节点 → 结算视频(C03)收束报时;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:固定正面舞台视角(演奏 UI 全屏),无跟随;判定线轻微随低频节奏起伏(幅度 ≤4 像素,不改变判定位置);镜头边界=演奏 UI 外框。\n- - F04 环境常驻效果:齿轮墙缓慢转动、蒸汽微雾、节拍灯随节拍明暗;不遮挡轨道与判定线。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 演奏完成结算\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\nSource visual requirement: The grand chime rings across the hall as light washes toward the sleeping city, the apprentice lowers her mallet amid applause, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 演奏完成结算(Ending,10 秒,1280×720@24fps)\n- - 触发时机:V01 达成后、结算面板之前,每局一次\n- - 内容与角色场景:大合奏钟声齐鸣,谐律厅灯光如潮涌向全城,「聆」在掌声中收起音锤\n- - 资产对应:谐律厅、大钟、角色与游戏内一致\n- - 可跳过:Esc/Enter 跳过 → 直接进入结算面板;自然播完 → 同\n- - 状态一致:评级字样与真实结算一致\n\n[SHOT PLAN]\n0-5s: establish the scene and begin the required action from this description: The grand chime rings across the hall as light washes toward the sleeping city, the apprentice lowers her mallet amid applause, cinematic, original design, no text\n5-10s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: declared_result_panel_state\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 10 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
12
+ "reference_image_urls": [],
13
+ "reference_video_urls": [],
14
+ "reference_audio_urls": [],
15
+ "return_last_frame": false,
16
+ "generate_audio": false,
17
+ "resolution": "720p",
18
+ "aspect_ratio": "16:9",
19
+ "duration": 10
20
+ }
21
+ },
22
+ "started_at": "2026-10-19T17:21:33.442632+00:00",
23
+ "task_id": "4c06f6eb4fdff899d50a9fae2da05e41",
24
+ "status_response": {
25
+ "taskId": "4c06f6eb4fdff899d50a9fae2da05e41",
26
+ "model": "bytedance/seedance-2",
27
+ "state": "success",
28
+ "param": "{\"input\":\"{\\\"duration\\\":10,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G057_rhythm_machine_hall\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:发条与蒸汽驱动的架空时代,「谐律厅」是城市的心脏——巨型机械音乐厅每晚以合奏钟声为全城报时。\\\\n- - W02 场景所在地:谐律厅的独奏台——四条黄铜音轨沿齿轮墙垂落,判定线是一排待击音簧。\\\\n- - W03 玩家身份与当前任务:玩家是调律师学徒「聆」;当前任务:在钟枢校准夜完成独奏,让报时大合奏如期奏响。\\\\n- - W04 失败代价与结局表达:血条归零=校准中断需重来(判负界面文案);完成则 C03 呈现大合奏钟声齐鸣、全城灯火应和的场面。\\\\n- - W05 叙事来源:四轨道=钟枢的四根音簧;双押=和音;终曲段=校准夜的收束乐章;节拍灯=音乐厅的呼吸。全部原创。\\\\n- - W06 视觉风格与色彩材质:黄铜与暗木的机械美感;主色=黄铜金(#B08D4F 系)+暗胡桃(#4A3A2C 系)+判定青光(#57C9B8 系);材质以黄铜、蒸汽管、磨砂玻璃为主。\\\\n- - W07 环境氛围与声音语言:齿轮低鸣的音乐厅——常驻机械运转声;音效语言为「节拍灯咔哒+音符爆裂+断连闷响+终曲钟声」,全部音效按 §9 F06 冻结清单交付。\\\\n- - W08 故事表达方式:开场视频(C01)交代校准夜 → 终曲段视频(C02)作为高潮节点 → 结算视频(C03)收束报时;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定正面舞台视角(演奏 UI 全屏),无跟随;判定线轻微随低频节奏起伏(幅度 ≤4 像素,不改变判定位置);镜头边界=演奏 UI 外框。\\\\n- - F04 环境常驻效果:齿轮墙缓慢转动、蒸汽微雾、节拍灯随节拍明暗;不遮挡轨道与判定线。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 演奏完成结算\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: The grand chime rings across the hall as light washes toward the sleeping city, the apprentice lowers her mallet amid applause, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 演奏完成结算(Ending,10 秒,1280×720@24fps)\\\\n- - 触发时机:V01 达成后、结算面板之前,每局一次\\\\n- - 内容与角色场景:大合奏钟声齐鸣,谐律厅灯光如潮涌向全城,「聆」在掌声中收起音锤\\\\n- - 资产对应:谐律厅、大钟、角色与游戏内一致\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入结算面板;自然播完 → 同\\\\n- - 状态一致:评级字样与真实结算一致\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: The grand chime rings across the hall as light washes toward the sleeping city, the apprentice lowers her mallet amid applause, cinematic, original design, no text\\\\n5-10s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: declared_result_panel_state\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 10 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
29
+ "resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792430823165-rkbmfdrgng.mp4\"]}",
30
+ "failCode": null,
31
+ "failMsg": null,
32
+ "costTime": 329,
33
+ "completeTime": 1792430824325,
34
+ "createTime": 1792430494528,
35
+ "creditsConsumed": 410.0,
36
+ "operationType": "bytedance/seedance-2",
37
+ "response": {
38
+ "resultUrls": [
39
+ "https://tempfile.aiquickdraw.com/seedance/1792430823165-rkbmfdrgng.mp4"
40
+ ]
41
+ },
42
+ "successFlag": 1,
43
+ "paramJson": "{\"input\":\"{\\\"duration\\\":10,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G057_rhythm_machine_hall\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:发条与蒸汽驱动的架空时代,「谐律厅」是城市的心脏——巨型机械音乐厅每晚以合奏钟声为全城报时。\\\\n- - W02 场景所在地:谐律厅的独奏台——四条黄铜音轨沿齿轮墙垂落,判定线是一排待击音簧。\\\\n- - W03 玩家身份与当前任务:玩家是调律师学徒「聆」;当前任务:在钟枢校准夜完成独奏,让报时大合奏如期奏响。\\\\n- - W04 失败代价与结局表达:血条归零=校准中断需重来(判负界面文案);完成则 C03 呈现大合奏钟声齐鸣、全城灯火应和的场面。\\\\n- - W05 叙事来源:四轨道=钟枢的四根音簧;双押=和音;终曲段=校准夜的收束乐章;节拍灯=音乐厅的呼吸。全部原创。\\\\n- - W06 视觉风格与色彩材质:黄铜与暗木的机械美感;主色=黄铜金(#B08D4F 系)+暗胡桃(#4A3A2C 系)+判定青光(#57C9B8 系);材质以黄铜、蒸汽管、磨砂玻璃为主。\\\\n- - W07 环境氛围与声音语言:齿轮低鸣的音乐厅——常驻机械运转声;音效语言为「节拍灯咔哒+音符爆裂+断连闷响+终曲钟声」,全部音效按 §9 F06 冻结清单交付。\\\\n- - W08 故事表达方式:开场视频(C01)交代校准夜 → 终曲段视频(C02)作为高潮节点 → 结算视频(C03)收束报时;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定正面舞台视角(演奏 UI 全屏),无跟随;判定线轻微随低频节奏起伏(幅度 ≤4 像素,不改变判定位置);镜头边界=演奏 UI 外框。\\\\n- - F04 环境常驻效果:齿轮墙缓慢转动、蒸汽微雾、节拍灯随节拍明暗;不遮挡轨道与判定线。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 演奏完成结算\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: The grand chime rings across the hall as light washes toward the sleeping city, the apprentice lowers her mallet amid applause, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 演奏完成结算(Ending,10 秒,1280×720@24fps)\\\\n- - 触发时机:V01 达成后、结算面板之前,每局一次\\\\n- - 内容与角色场景:大合奏钟声齐鸣,谐律厅灯光如潮涌向全城,「聆」在掌声中收起音锤\\\\n- - 资产对应:谐律厅、大钟、角色与游戏内一致\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入结算面板;自然播完 → 同\\\\n- - 状态一致:评级字样与真实结算一致\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: The grand chime rings across the hall as light washes toward the sleeping city, the apprentice lowers her mallet amid applause, cinematic, original design, no text\\\\n5-10s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: declared_result_panel_state\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 10 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}"
44
+ },
45
+ "result_url": "https://tempfile.aiquickdraw.com/seedance/1792430823165-rkbmfdrgng.mp4",
46
+ "native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G057_cg_003__seedance20.native.mp4",
47
+ "video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G057_cg_003__seedance20.mp4",
48
+ "native_video_bytes": 6388215,
49
+ "video_bytes": 3284415,
50
+ "credits_consumed": 410.0,
51
+ "finished_at": "2026-10-19T17:27:17.395903+00:00",
52
+ "uploaded_artifact": "video_seedance.mp4",
53
+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
54
+ }
outputs/G057_rhythm_machine_hall/assets/cg_video/G057_cg_003/video_seedance.mp4 ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:05dffb14d345ad52fafcbdc95446ef5f96a04c9c4c774c3132d51362356d1436
3
+ size 3284415