Upload H3 CG videos for G020_tidal_glyphs
Browse files- outputs/G020_tidal_glyphs/assets/cg_video/G020_cg_001/meta_seedance.json +54 -0
- outputs/G020_tidal_glyphs/assets/cg_video/G020_cg_001/video_seedance.mp4 +3 -0
- outputs/G020_tidal_glyphs/assets/cg_video/G020_cg_002/meta_seedance.json +54 -0
- outputs/G020_tidal_glyphs/assets/cg_video/G020_cg_002/video_seedance.mp4 +3 -0
- outputs/G020_tidal_glyphs/assets/cg_video/G020_cg_003/meta_seedance.json +54 -0
- outputs/G020_tidal_glyphs/assets/cg_video/G020_cg_003/video_seedance.mp4 +3 -0
- outputs/G020_tidal_glyphs/assets/cg_video/G020_cg_004/meta_seedance.json +54 -0
- outputs/G020_tidal_glyphs/assets/cg_video/G020_cg_004/video_seedance.mp4 +3 -0
outputs/G020_tidal_glyphs/assets/cg_video/G020_cg_001/meta_seedance.json
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{
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"task_id_input": "G020_cg_001",
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"game_id": "G020_tidal_glyphs",
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"model": "bytedance/seedance-2",
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"prompt_schema": "cg_video_prompt.v1",
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"prompt_sha256": "8837a6dda118e788d4b509a03874ec237aaad66567f0f60f2d7c2a66a44246b7",
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"status": "success",
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"request": {
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"model": "bytedance/seedance-2",
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"input": {
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"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: G020_tidal_glyphs\nWorld and visual bible:\n- - W01 世界与时代背景:架空的「汐语环礁」海域,每逢大潮退去,一座沉在潮线之下的先民遗址短暂露出;碑文学会派出驻礁学者赶在下一次涨潮前完成拓印与解封。\n- - W02 场景所在地:汐语环礁的月潮遗址——潮汐前厅(入口与壁画)、刻文内室(月相与灯台)、封印密室(星穹顶与六槽封印台,最深层)。\n- - W03 玩家身份与当前任务:玩家是碑文学者「临」;当前任务:解读六枚潮汐符文的真实译义,激活三重机关,在涨潮前解开遗址封印。\n- - W04 失败代价与结局表达:超时=涨潮吞没遗址(结算文案「潮水再临,遗址重眠」);完成则 C04 呈现封印解开的潮光升腾,评级(纯净/常规/仓促)表达解封质量。\n- - W05 叙事来源:六符号(潮/月/火/水/星/门)=先民记录潮汐历法的核心语汇;三重机关=封印仪式的三个环节;「回声守望者」=先民刻在壁龛中的看门者传说——遗址深层用以警示闯入者的「活刻文」,它是气氛与调查机制的一部分,不是敌人。\n- - W06 视觉风格与色彩材质:风格化写实的第一人称遗址;主色=冷潮青(#2E5A66 系)+石刻灰(#8A8F8C 系)+符文潮金(#D9B96A 发光);材质以湿石、水光反射、青苔与发光刻纹为主;密室整体暗于前厅(守望者事件前的低照度为氛围服务)。\n- - W07 环境氛围与声音语言:潮声环绕的寂静遗址——常驻潮汐低频、水滴与石厅回声;音效语言为「水滴+石刻摩擦+符文谐鸣+守望者低频轰鸣」,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)交代遗址与任务 → 机关开启(C02)与深层进入(C03)承载阶段叙事 → 守望者事件(G07 演出)深化「活刻文」传说并给出新线索 → 解封结算视频(C04)按评级收束;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:第一人称;鼠标偏航 ±180°、俯仰 ±85°;无镜头自动回正;摄像机边界=遗址墙体碰撞体;读档/房间重置后镜头回该节点冻结朝向。\n- - F04 环境常驻效果:前厅潮线水光与雾气、内室灯台烛焰摇曳、密室星穹顶微光;潮雾粒子不遮挡符文与机关判定(低密度)。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 开场探索\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: A reef ruin emerges from receding tide at dusk, an epigrapher steps in with a lantern, tide glyphs on frescoes begin to glow, cold teal and gold accents, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 开场探索(Opening,10 秒,1280×720@24fps)\n- - 触发时机:首次由标题进入前厅之前,每局一次\n- - 内容与角色场景:退潮露出的汐语环礁,学者「临」提灯踏入月潮遗址,壁画上的潮汐符文渐次发光\n- - 资产对应:遗址前厅、提灯、壁画符文与游戏内模型同源设计\n- - 可跳过:Esc/Enter 跳过 → 直接进入前厅;自然播完 → 进入前厅\n- - 状态一致:播放期间不推进倒计时;进入状态=0/6 证实\n\n[SHOT PLAN]\n0-5s: establish the scene and begin the required action from this description: A reef ruin emerges from receding tide at dusk, an epigrapher steps in with a lantern, tide glyphs on frescoes begin to glow, cold teal and gold accents, 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.",
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"reference_image_urls": [],
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"reference_video_urls": [],
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"reference_audio_urls": [],
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"return_last_frame": false,
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"generate_audio": false,
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"resolution": "720p",
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"aspect_ratio": "16:9",
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"duration": 10
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}
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},
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"started_at": "2026-10-19T13:49:05.739507+00:00",
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"task_id": "2b6328af3eb4104ce4a1e25cdb902b9e",
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"status_response": {
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"taskId": "2b6328af3eb4104ce4a1e25cdb902b9e",
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"model": "bytedance/seedance-2",
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"state": "success",
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"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: G020_tidal_glyphs\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:架空的「汐语环礁」海域,每逢大潮退去,一座沉在潮线之下的先民遗址短暂露出;碑文学会派出驻礁学者赶在下一次涨潮前完成拓印与解封。\\\\n- - W02 场景所在地:汐语环礁的月潮遗址——潮汐前厅(入口与壁画)、刻文内室(月相与灯台)、封印密室(星穹顶与六槽封印台,最深层)。\\\\n- - W03 玩家身份与当前任务:玩家是碑文学者「临」;当前任务:解读六枚潮汐符文的真实译义,激活三重机关,在涨潮前解开遗址封印。\\\\n- - W04 失败代价与结局表达:超时=涨潮吞没遗址(结算文案「潮水再临,遗址重眠」);完成则 C04 呈现封印解开的潮光升腾,评级(纯净/常规/仓促)表达解封质量。\\\\n- - W05 叙事来源:六符号(潮/月/火/水/星/门)=先民记录潮汐历法的核心语汇;三重机关=封印仪式的三个环节;「回声守望者」=先民刻在壁龛中的看门者传说——遗址深层用以警示闯入者的「活刻文」,它是气氛与调查机制的一部分,不是敌人。\\\\n- - W06 视觉风格与色彩材质:风格化写实的第一人称遗址;主色=冷潮青(#2E5A66 系)+石刻灰(#8A8F8C 系)+符文潮金(#D9B96A 发光);材质以湿石、水光反射、青苔与发光刻纹为主;密室整体暗于前厅(守望者事件前的低照度为氛围服务)。\\\\n- - W07 环境氛围与声音语言:潮声环绕的寂静遗址——常驻潮汐低频、水滴与石厅回声;音效语言为「水滴+石刻摩擦+符文谐鸣+守望者低频轰鸣」,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)交代遗址与任务 → 机关开启(C02)与深层进入(C03)承载阶段叙事 → 守望者事件(G07 演出)深化「活刻文」传说并给出新线索 → 解封结算视频(C04)按评级收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:第一人称;鼠标偏航 ±180°、俯仰 ±85°;无镜头自动回正;摄像机边界=遗址墙体碰撞体;读档/房间重置后镜头回该节点冻结朝向。\\\\n- - F04 环境常驻效果:前厅潮线水光与雾气、内室灯台烛焰摇曳、密室星穹顶微光;潮雾粒子不遮挡符文与机关判定(低密度)。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 开场探索\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: A reef ruin emerges from receding tide at dusk, an epigrapher steps in with a lantern, tide glyphs on frescoes begin to glow, cold teal and gold accents, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 开场探索(Opening,10 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入前厅之前,每局一次\\\\n- - 内容与角色场景:退潮露出的汐语环礁,学者「临」提灯踏入月潮遗址,壁画上的潮汐符文渐次发光\\\\n- - 资产对应:遗址前厅、提灯、壁画符文与游戏内模型同源设计\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入前厅;自然播完 → 进入前厅\\\\n- - 状态一致:播放期间不推进倒计时;进入状态=0/6 证实\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: A reef ruin emerges from receding tide at dusk, an epigrapher steps in with a lantern, tide glyphs on frescoes begin to glow, cold teal and gold accents, 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\"}",
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"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792418096242-a5zcbd8nasw.mp4\"]}",
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"failCode": null,
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| 31 |
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"failMsg": null,
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"costTime": 343,
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"completeTime": 1792418096965,
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"createTime": 1792417752820,
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| 35 |
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"creditsConsumed": 410.0,
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| 36 |
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"operationType": "bytedance/seedance-2",
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| 37 |
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"response": {
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| 38 |
+
"resultUrls": [
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"https://tempfile.aiquickdraw.com/seedance/1792418096242-a5zcbd8nasw.mp4"
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| 40 |
+
]
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},
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| 42 |
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"successFlag": 1,
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"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: G020_tidal_glyphs\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:架空的「汐语环礁」海域,每逢大潮退去,一座沉在潮线之下的先民遗址短暂露出;碑文学会派出驻礁学者赶在下一次涨潮前完成拓印与解封。\\\\n- - W02 场景所在地:汐语环礁的月潮遗址——潮汐前厅(入口与壁画)、刻文内室(月相与灯台)、封印密室(星穹顶与六槽封印台,最深层)。\\\\n- - W03 玩家身份与当前任务:玩家是碑文学者「临」;当前任务:解读六枚潮汐符文的真实译义,激活三重机关,在涨潮前解开遗址封印。\\\\n- - W04 失败代价与结局表达:超时=涨潮吞没遗址(结算文案「潮水再临,遗址重眠」);完成则 C04 呈现封印解开的潮光升腾,评级(纯净/常规/仓促)表达解封质量。\\\\n- - W05 叙事来源:六符号(潮/月/火/水/星/门)=先民记录潮汐历法的核心语汇;三重机关=封印仪式的三个环节;「回声守望者」=先民刻在壁龛中的看门者传说——遗址深层用以警示闯入者的「活刻文」,它是气氛与调查机制的一部分,不是敌人。\\\\n- - W06 视觉风格与色彩材质:风格化写实的第一人称遗址;主色=冷潮青(#2E5A66 系)+石刻灰(#8A8F8C 系)+符文潮金(#D9B96A 发光);材质以湿石、水光反射、青苔与发光刻纹为主;密室整体暗于前厅(守望者事件前的低照度为氛围服务)。\\\\n- - W07 环境氛围与声音语言:潮声环绕的寂静遗址——常驻潮汐低频、水滴与石厅回声;音效语言为「水滴+石刻摩擦+符文谐鸣+守望者低频轰鸣」,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)交代遗址与任务 → 机关开启(C02)与深层进入(C03)承载阶段叙事 → 守望者事件(G07 演出)深化「活刻文」传说并给出新线索 → 解封结算视频(C04)按评级收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:第一人称;鼠标偏航 ±180°、俯仰 ±85°;无镜头自动回正;摄像机边界=遗址墙体碰撞体;读档/房间重置后镜头回该节点冻结朝向。\\\\n- - F04 环境常驻效果:前厅潮线水光与雾气、内室灯台烛焰摇曳、密室星穹顶微光;潮雾粒子不遮挡符文与机关判定(低密度)。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 开场探索\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: A reef ruin emerges from receding tide at dusk, an epigrapher steps in with a lantern, tide glyphs on frescoes begin to glow, cold teal and gold accents, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 开场探索(Opening,10 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入前厅之前,每局一次\\\\n- - 内容与角色场景:退潮露出的汐语环礁,学者「临」提灯踏入月潮遗址,壁画上的潮汐符文渐次发光\\\\n- - 资产对应:遗址前厅、提灯、壁画符文与游戏内模型同源设计\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入前厅;自然播完 → 进入前厅\\\\n- - 状态一致:播放期间不推进倒计时;进入状态=0/6 证实\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: A reef ruin emerges from receding tide at dusk, an epigrapher steps in with a lantern, tide glyphs on frescoes begin to glow, cold teal and gold accents, 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\"}"
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},
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| 45 |
+
"result_url": "https://tempfile.aiquickdraw.com/seedance/1792418096242-a5zcbd8nasw.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G020_cg_001__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G020_cg_001__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 4793185,
|
| 49 |
+
"video_bytes": 2148766,
|
| 50 |
+
"credits_consumed": 410.0,
|
| 51 |
+
"finished_at": "2026-10-19T13:55:12.993518+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/G020_tidal_glyphs/assets/cg_video/G020_cg_001/video_seedance.mp4
ADDED
|
@@ -0,0 +1,3 @@
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| 1 |
+
version https://git-lfs.github.com/spec/v1
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| 2 |
+
oid sha256:cec7a98e230afef91b0a460676b5f0f62934dc9117720116768c0bf74ba49c98
|
| 3 |
+
size 2148766
|
outputs/G020_tidal_glyphs/assets/cg_video/G020_cg_002/meta_seedance.json
ADDED
|
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| 1 |
+
{
|
| 2 |
+
"task_id_input": "G020_cg_002",
|
| 3 |
+
"game_id": "G020_tidal_glyphs",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
+
"prompt_sha256": "995a8eaee7796c05be6cc85dcf4a70e9c32b4f30811774a38583c709d7b95124",
|
| 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: G020_tidal_glyphs\nWorld and visual bible:\n- - W01 世界与时代背景:架空的「汐语环礁」海域,每逢大潮退去,一座沉在潮线之下的先民遗址短暂露出;碑文学会派出驻礁学者赶在下一次涨潮前完成拓印与解封。\n- - W02 场景所在地:汐语环礁的月潮遗址——潮汐前厅(入口与壁画)、刻文内室(月相与灯台)、封印密室(星穹顶与六槽封印台,最深层)。\n- - W03 玩家身份与当前任务:玩家是碑文学者「临」;当前任务:解读六枚潮汐符文的真实译义,激活三重机关,在涨潮前解开遗址封印。\n- - W04 失败代价与结局表达:超时=涨潮吞没遗址(结算文案「潮水再临,遗址重眠」);完成则 C04 呈现封印解开的潮光升腾,评级(纯净/常规/仓促)表达解封质量。\n- - W05 叙事来源:六符号(潮/月/火/水/星/门)=先民记录潮汐历法的核心语汇;三重机关=封印仪式的三个环节;「回声守望者」=先民刻在壁龛中的看门者传说——遗址深层用以警示闯入者的「活刻文」,它是气氛与调查机制的一部分,不是敌人。\n- - W06 视觉风格与色彩材质:风格化写实的第一人称遗址;主色=冷潮青(#2E5A66 系)+石刻灰(#8A8F8C 系)+符文潮金(#D9B96A 发光);材质以湿石、水光反射、青苔与发光刻纹为主;密室整体暗于前厅(守望者事件前的低照度为氛围服务)。\n- - W07 环境氛围与声音语言:潮声环绕的寂静遗址——常驻潮汐低频、水滴与石厅回声;音效语言为「水滴+石刻摩擦+符文谐鸣+守望者低频轰鸣」,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)交代遗址与任务 → 机关开启(C02)与深层进入(C03)承载阶段叙事 → 守望者事件(G07 演出)深化「活刻文」传说并给出新线索 → 解封结算视频(C04)按评级收束;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:第一人称;鼠标偏航 ±180°、俯仰 ±85°;无镜头自动回正;摄像机边界=遗址墙体碰撞体;读档/房间重置后镜头回该节点冻结朝向。\n- - F04 环境常驻效果:前厅潮线水光与雾气、内室灯台烛焰摇曳、密室星穹顶微光;潮雾粒子不遮挡符文与机关判定(低密度)。\n\n[CINEMATIC ROLE]\nType: Event\nName: 首次机关开启\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\nSource visual requirement: A tidal lock glyph ring rotates into place, a stone door rises revealing a moonlit inner chamber, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 首次机关开启(Event,6 秒,1280×720@24fps)\n- - 触发时机:前厅潮汐锁首次开启后的下一帧短暂插入(每局一次)\n- - 内容与角色场景:潮汐锁符环旋转归位,石门升起,门后刻文内室透出月相图微光\n- - 资产对应:潮汐锁、石门、内室与游戏内一致\n- - 可跳过:Esc 跳过 → 回到前厅继续;自然播完 → 回到前厅继续\n- - 状态一致:仅在真实机关开启后触发,返回时机关状态不变\n\n[SHOT PLAN]\n0-3s: establish the scene and begin the required action from this description: A tidal lock glyph ring rotates into place, a stone door rises revealing a moonlit inner chamber, 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": "2026-10-19T13:55:13.702294+00:00",
|
| 23 |
+
"task_id": "fd97a2a63ee1619fc5afcfdea7d3d5ca",
|
| 24 |
+
"status_response": {
|
| 25 |
+
"taskId": "fd97a2a63ee1619fc5afcfdea7d3d5ca",
|
| 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: G020_tidal_glyphs\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:架空的「汐语环礁」海域,每逢大潮退去,一座沉在潮线之下的先民遗址短暂露出;碑文学会派出驻礁学者赶在下一次涨潮前完成拓印与解封。\\\\n- - W02 场景所在地:汐语环礁的月潮遗址——潮汐前厅(入口与壁画)、刻文内室(月相与灯台)、封印密室(星穹顶与六槽封印台,最深层)。\\\\n- - W03 玩家身份与当前任务:玩家是碑文学者「临」;当前任务:解读六枚潮汐符文的真实译义,激活三重机关,在涨潮前解开遗址封印。\\\\n- - W04 失败代价与结局表达:超时=涨潮吞没遗址(结算文案「潮水再临,遗址重眠」);完成则 C04 呈现封印解开的潮光升腾,评级(纯净/常规/仓促)表达解封质量。\\\\n- - W05 叙事来源:六符号(潮/月/火/水/星/门)=先民记录潮汐历法的核心语汇;三重机关=封印仪式的三个环节;「回声守望者」=先民刻在壁龛中的看门者传说——遗址深层用以警示闯入者的「活刻文」,它是气氛与调查机制的一部分,不是敌人。\\\\n- - W06 视觉风格与色彩材质:风格化写实的第一人称遗址;主色=冷潮青(#2E5A66 系)+石刻灰(#8A8F8C 系)+符文潮金(#D9B96A 发光);材质以湿石、水光反射、青苔与发光刻纹为主;密室整体暗于前厅(守望者事件前的低照度为氛围服务)。\\\\n- - W07 环境氛围与声音语言:潮声环绕的寂静遗址——常驻潮汐低频、水滴与石厅回声;音效语言为「水滴+石刻摩擦+符文谐鸣+守望者低频轰鸣」,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)交代遗址与任务 → 机关开启(C02)与深层进入(C03)承载阶段叙事 → 守望者事件(G07 演出)深化「活刻文」传说并给出新线索 → 解封结算视频(C04)按评级收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:第一人称;鼠标偏航 ±180°、俯仰 ±85°;无镜头自动回正;摄像机边界=遗址墙体碰撞体;读档/房间重置后镜头回该节点冻结朝向。\\\\n- - F04 环境常驻效果:前厅潮线水光与雾气、内室灯台烛焰摇曳、密室星穹顶微光;潮雾粒子不遮挡符文与机关判定(低密度)。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 首次机关开启\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: A tidal lock glyph ring rotates into place, a stone door rises revealing a moonlit inner chamber, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 首次机关开启(Event,6 秒,1280×720@24fps)\\\\n- - 触发时机:前厅潮汐锁首次开启后的下一帧短暂插入(每局一次)\\\\n- - 内容与角色场景:潮汐锁符环旋转归位,石门升起,门后刻文内室透出月相图微光\\\\n- - 资产对应:潮汐锁、石门、内室与游戏内一致\\\\n- - 可跳过:Esc 跳过 → 回到前厅继续;自然播完 → 回到前厅继续\\\\n- - 状态一致:仅在真实机关开启后触发,返回时机关状态不变\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: A tidal lock glyph ring rotates into place, a stone door rises revealing a moonlit inner chamber, 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/1792418532839-4emdz7fax9b.mp4\"]}",
|
| 30 |
+
"failCode": null,
|
| 31 |
+
"failMsg": null,
|
| 32 |
+
"costTime": 418,
|
| 33 |
+
"completeTime": 1792418533679,
|
| 34 |
+
"createTime": 1792418114811,
|
| 35 |
+
"creditsConsumed": 246.0,
|
| 36 |
+
"operationType": "bytedance/seedance-2",
|
| 37 |
+
"response": {
|
| 38 |
+
"resultUrls": [
|
| 39 |
+
"https://tempfile.aiquickdraw.com/seedance/1792418532839-4emdz7fax9b.mp4"
|
| 40 |
+
]
|
| 41 |
+
},
|
| 42 |
+
"successFlag": 1,
|
| 43 |
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"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: G020_tidal_glyphs\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:架空的「汐语环礁」海域,每逢大潮退去,一座沉在潮线之下的先民遗址短暂露出;碑文学会派出驻礁学者赶在下一次涨潮前完成拓印与解封。\\\\n- - W02 场景所在地:汐语环礁的月潮遗址——潮汐前厅(入口与壁画)、刻文内室(月相与灯台)、封印密室(星穹顶与六槽封印台,最深层)。\\\\n- - W03 玩家身份与当前任务:玩家是碑文学者「临」;当前任务:解读六枚潮汐符文的真实译义,激活三重机关,在涨潮前解开遗址封印。\\\\n- - W04 失败代价与结局表达:超时=涨潮吞没遗址(结算文案「潮水再临,遗址重眠」);完成则 C04 呈现封印解开的潮光升腾,评级(纯净/常规/仓促)表达解封质量。\\\\n- - W05 叙事来源:六符号(潮/月/火/水/星/门)=先民记录潮汐历法的核心语汇;三重机关=封印仪式的三个环节;「回声守望者」=先民刻在壁龛中的看门者传说——遗址深层用以警示闯入者的「活刻文」,它是气氛与调查机制的一部分,不是敌人。\\\\n- - W06 视觉风格与色彩材质:风格化写实的第一人称遗址;主色=冷潮青(#2E5A66 系)+石刻灰(#8A8F8C 系)+符文潮金(#D9B96A 发光);材质以湿石、水光反射、青苔与发光刻纹为主;密室整体暗于前厅(守望者事件前的低照度为氛围服务)。\\\\n- - W07 环境氛围与声音语言:潮声环绕的寂静遗址——常驻潮汐低频、水滴与石厅回声;音效语言为「水滴+石刻摩擦+符文谐鸣+守望者低频轰鸣」,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)交代遗址与任务 → 机关开启(C02)与深层进入(C03)承载阶段叙事 → 守望者事件(G07 演出)深化「活刻文」传说并给出新线索 → 解封结算视频(C04)按评级收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:第一人称;鼠标偏航 ±180°、俯仰 ±85°;无镜头自动回正;摄像机边界=遗址墙体碰撞体;读档/房间重置后镜头回该节点冻结朝向。\\\\n- - F04 环境常驻效果:前厅潮线水光与雾气、内室灯台烛焰摇曳、密室星穹顶微光;潮雾粒子不遮挡符文与机关判定(低密度)。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 首次机关开启\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: A tidal lock glyph ring rotates into place, a stone door rises revealing a moonlit inner chamber, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 首次机关开启(Event,6 秒,1280×720@24fps)\\\\n- - 触发时机:前厅潮汐锁首次开启后的下一帧短暂插入(每局一次)\\\\n- - 内容与角色场景:潮汐锁符环旋转归位,石门升起,门后刻文内室透出月相图微光\\\\n- - 资产对应:潮汐锁、石门、内室与游戏内一致\\\\n- - 可跳过:Esc 跳过 → 回到前厅继续;自然播完 → 回到前厅继续\\\\n- - 状态一致:仅在真实机关开启后触发,返回时机关状态不变\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: A tidal lock glyph ring rotates into place, a stone door rises revealing a moonlit inner chamber, 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/1792418532839-4emdz7fax9b.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G020_cg_002__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G020_cg_002__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 3550348,
|
| 49 |
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"video_bytes": 1790431,
|
| 50 |
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"credits_consumed": 246.0,
|
| 51 |
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"finished_at": "2026-10-19T14:02:28.508663+00:00",
|
| 52 |
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"uploaded_artifact": "video_seedance.mp4",
|
| 53 |
+
"upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
|
| 54 |
+
}
|
outputs/G020_tidal_glyphs/assets/cg_video/G020_cg_002/video_seedance.mp4
ADDED
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version https://git-lfs.github.com/spec/v1
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oid sha256:a5f4d644b40ff6be9b5457293194cb4cba64e3f915a00b5f6182a9b4679dd69c
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size 1790431
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outputs/G020_tidal_glyphs/assets/cg_video/G020_cg_003/meta_seedance.json
ADDED
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@@ -0,0 +1,54 @@
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| 1 |
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{
|
| 2 |
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"task_id_input": "G020_cg_003",
|
| 3 |
+
"game_id": "G020_tidal_glyphs",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
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"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
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"prompt_sha256": "bbd17794b3a14d12996ef9c35cfe22556ca11f0efe53a0a0112903bc12fc540d",
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"status": "success",
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"request": {
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| 9 |
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"model": "bytedance/seedance-2",
|
| 10 |
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"input": {
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| 11 |
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"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: G020_tidal_glyphs\nWorld and visual bible:\n- - W01 世界与时代背景:架空的「汐语环礁」海域,每逢大潮退去,一座沉在潮线之下的先民遗址短暂露出;碑文学会派出驻礁学者赶在下一次涨潮前完成拓印与解封。\n- - W02 场景所在地:汐语环礁的月潮遗址——潮汐前厅(入口与壁画)、刻文内室(月相与灯台)、封印密室(星穹顶与六槽封印台,最深层)。\n- - W03 玩家身份与当前任务:玩家是碑文学者「临」;当前任务:解读六枚潮汐符文的真实译义,激活三重机关,在涨潮前解开遗址封印。\n- - W04 失败代价与结局表达:超时=涨潮吞没遗址(结算文案「潮水再临,遗址重眠」);完成则 C04 呈现封印解开的潮光升腾,评级(纯净/常规/仓促)表达解封质量。\n- - W05 叙事来源:六符号(潮/月/火/水/星/门)=先民记录潮汐历法的核心语汇;三重机关=封印仪式的三个环节;「回声守望者」=先民刻在壁龛中的看门者传说——遗址深层用以警示闯入者的「活刻文」,它是气氛与调查机制的一部分,不是敌人。\n- - W06 视觉风格与色彩材质:风格化写实的第一人称遗址;主色=冷潮青(#2E5A66 系)+石刻灰(#8A8F8C 系)+符文潮金(#D9B96A 发光);材质以湿石、水光反射、青苔与发光刻纹为主;密室整体暗于前厅(守望者事件前的低照度为氛围服务)。\n- - W07 环境氛围与声音语言:潮声环绕的寂静遗址——常驻潮汐低频、水滴与石厅回声;音效语言为「水滴+石刻摩擦+符文谐鸣+守望者低频轰鸣」,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)交代遗址与任务 → 机关开启(C02)与深层进入(C03)承载阶段叙事 → 守望者事件(G07 演出)深化「活刻文」传说并给出新线索 → 解封结算视频(C04)按评级收束;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:第一人称;鼠标偏航 ±180°、俯仰 ±85°;无镜头自动回正;摄像机边界=遗址墙体碰撞体;读档/房间重置后镜头回该节点冻结朝向。\n- - F04 环境常驻效果:前厅潮线水光与雾气、内室灯台烛焰摇曳、密室星穹顶微光;潮雾粒子不遮挡符文与机关判定(低密度)。\n\n[CINEMATIC ROLE]\nType: Transition\nName: 深层区域转换\nPurpose: create the Transition cinematic and satisfy the referenced game contract C03.\nSource visual requirement: Descent along slick stone steps into a dark seal chamber, faint starry dome above, six-slot altar silhouette in black water reflections, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 深层区域转换(Transition,8 秒,1280×720@24fps)\n- - 触发时机:月门开启后首次进入封印密室的加载过渡(每局一次)\n- - 内容与角色场景:沿湿滑石阶下行,星穹顶群星微光浮现,六槽封印台在黑暗中显出轮廓\n- - 资产对应:密室、星穹顶、封印台与游戏内一致\n- - 可跳过:Esc 跳过 → 直接进入密室;自然播完 → 进入密室\n- - 状态一致:播完/跳过后若 G07 触发条件成立,则下一帧触发守望者事件\n\n[SHOT PLAN]\n0-4s: establish the scene and begin the required action from this description: Descent along slick stone steps into a dark seal chamber, faint starry dome above, six-slot altar silhouette in black water reflections, cinematic, original design, no text\n4-8s: 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: 8 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
|
| 12 |
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"reference_image_urls": [],
|
| 13 |
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"reference_video_urls": [],
|
| 14 |
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"reference_audio_urls": [],
|
| 15 |
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"return_last_frame": false,
|
| 16 |
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"generate_audio": false,
|
| 17 |
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"resolution": "720p",
|
| 18 |
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"aspect_ratio": "16:9",
|
| 19 |
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"duration": 8
|
| 20 |
+
}
|
| 21 |
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},
|
| 22 |
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"started_at": "2026-10-19T14:02:29.129981+00:00",
|
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"task_id": "0194448658f83a30b681efd2a87ce293",
|
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"status_response": {
|
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"taskId": "0194448658f83a30b681efd2a87ce293",
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"model": "bytedance/seedance-2",
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"state": "success",
|
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"param": "{\"input\":\"{\\\"duration\\\":8,\\\"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: G020_tidal_glyphs\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:架空的「汐语环礁」海域,每逢大潮退去,一座沉在潮线之下的先民遗址短暂露出;碑文学会派出驻礁学者赶在下一次涨潮前完成拓印与解封。\\\\n- - W02 场景所在地:汐语环礁的月潮遗址——潮汐前厅(入口与壁画)、刻文内室(月相与灯台)、封印密室(星穹顶与六槽封印台,最深层)。\\\\n- - W03 玩家身份与当前任务:玩家是碑文学者「临」;当前任务:解读六枚潮汐符文的真实译义,激活三重机关,在涨潮前解开遗址封印。\\\\n- - W04 失败代价与结局表达:超时=涨潮吞没遗址(结算文案「潮水再临,遗址重眠」);完成则 C04 呈现封印解开的潮光升腾,评级(纯净/常规/仓促)表达解封质量。\\\\n- - W05 叙事来源:六符号(潮/月/火/水/星/门)=先民记录潮汐历法的核心语汇;三重机关=封印仪式的三个环节;「回声守望者」=先民刻在壁龛中的看门者传说——遗址深层用以警示闯入者的「活刻文」,它是气氛与调查机制的一部分,不是敌人。\\\\n- - W06 视觉风格与色彩材质:风格化写实的第一人称遗址;主色=冷潮青(#2E5A66 系)+石刻灰(#8A8F8C 系)+符文潮金(#D9B96A 发光);材质以湿石、水光反射、青苔与发光刻纹为主;密室整体暗于前厅(守望者事件前的低照度为氛围服务)。\\\\n- - W07 环境氛围与声音语言:潮声环绕的寂静遗址——常驻潮汐低频、水滴与石厅回声;音效语言为「水滴+石刻摩擦+符文谐鸣+守望者低频轰鸣」,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)交代遗址与任务 → 机关开启(C02)与深层进入(C03)承载阶段叙事 → 守望者事件(G07 演出)深化「活刻文」传说并给出新线索 → 解封结算视频(C04)按评级收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:第一人称;鼠标偏航 ±180°、俯仰 ±85°;无镜头自动回正;摄像机边界=遗址墙体碰撞体;读档/房间重置后镜头回该节点冻结朝向。\\\\n- - F04 环境常驻效果:前厅潮线水光与雾气、内室灯台烛焰摇曳、密室星穹顶微光;潮雾粒子不遮挡符文与机关判定(低密度)。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Transition\\\\nName: 深层区域转换\\\\nPurpose: create the Transition cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: Descent along slick stone steps into a dark seal chamber, faint starry dome above, six-slot altar silhouette in black water reflections, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 深层区域转换(Transition,8 秒,1280×720@24fps)\\\\n- - 触发时机:月门开启后首次进入封印密室的加载过渡(每局一次)\\\\n- - 内容与角色场景:沿湿滑石阶下行,星穹顶群星微光浮现,六槽封印台在黑暗中显出轮廓\\\\n- - 资产对应:密室、星穹顶、封印台与游戏内一致\\\\n- - 可跳过:Esc 跳过 → 直接进入密室;自然播完 → 进入密室\\\\n- - 状态一致:播完/跳过后若 G07 触发条件成立,则下一帧触发守望者事件\\\\n\\\\n[SHOT PLAN]\\\\n0-4s: establish the scene and begin the required action from this description: Descent along slick stone steps into a dark seal chamber, faint starry dome above, six-slot altar silhouette in black water reflections, cinematic, original design, no text\\\\n4-8s: 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: 8 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/1792418767201-w3otny3ga29.mp4\"]}",
|
| 30 |
+
"failCode": null,
|
| 31 |
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"failMsg": null,
|
| 32 |
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"costTime": 215,
|
| 33 |
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"completeTime": 1792418768532,
|
| 34 |
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"createTime": 1792418553337,
|
| 35 |
+
"creditsConsumed": 328.0,
|
| 36 |
+
"operationType": "bytedance/seedance-2",
|
| 37 |
+
"response": {
|
| 38 |
+
"resultUrls": [
|
| 39 |
+
"https://tempfile.aiquickdraw.com/seedance/1792418767201-w3otny3ga29.mp4"
|
| 40 |
+
]
|
| 41 |
+
},
|
| 42 |
+
"successFlag": 1,
|
| 43 |
+
"paramJson": "{\"input\":\"{\\\"duration\\\":8,\\\"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: G020_tidal_glyphs\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:架空的「汐语环礁」海域,每逢大潮退去,一座沉在潮线之下的先民遗址短暂露出;碑文学会派出驻礁学者赶在下一次涨潮前完成拓印与解封。\\\\n- - W02 场景所在地:汐语环礁的月潮遗址——潮汐前厅(入口与壁画)、刻文内室(月相与灯台)、封印密室(星穹顶与六槽封印台,最深层)。\\\\n- - W03 玩家身份与当前任务:玩家是碑文学者「临」;当前任务:解读六枚潮汐符文的真实译义,激活三重机关,在涨潮前解开遗址封印。\\\\n- - W04 失败代价与结局表达:超时=涨潮吞没遗址(结算文案「潮水再临,遗址重眠」);完成则 C04 呈现封印解开的潮光升腾,评级(纯净/常规/仓促)表达解封质量。\\\\n- - W05 叙事来源:六符号(潮/月/火/水/星/门)=先民记录潮汐历法的核心语汇;三重机关=封印仪式的三个环节;「回声守望者」=先民刻在壁龛中的看门者传说——遗址深层用以警示闯入者的「活刻文」,它是气氛与调查机制的一部分,不是敌人。\\\\n- - W06 视觉风格与色彩材质:风格化写实的第一人称遗址;主色=冷潮青(#2E5A66 系)+石刻灰(#8A8F8C 系)+符文潮金(#D9B96A 发光);材质以湿石、水光反射、青苔与发光刻纹为主;密室整体暗于前厅(守望者事件前的低照度为氛围服务)。\\\\n- - W07 环境氛围与声音语言:潮声环绕的寂静遗址——常驻潮汐低频、水滴与石厅回声;音效语言为「水滴+石刻摩擦+符文谐鸣+守望者低频轰鸣」,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)交代遗址与任务 → 机关开启(C02)与深层进入(C03)承载阶段叙事 → 守望者事件(G07 演出)深化「活刻文」传说并给出新线索 → 解封结算视频(C04)按评级收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:第一人称;鼠标偏航 ±180°、俯仰 ±85°;无镜头自动回正;摄像机边界=遗址墙体碰撞体;读档/房间重置后镜头回该节点冻结朝向。\\\\n- - F04 环境常驻效果:前厅潮线水光与雾气、内室灯台烛焰摇曳、密室星穹顶微光;潮雾粒子不遮挡符文与机关判定(低密度)。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Transition\\\\nName: 深层区域转换\\\\nPurpose: create the Transition cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: Descent along slick stone steps into a dark seal chamber, faint starry dome above, six-slot altar silhouette in black water reflections, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 深层区域转换(Transition,8 秒,1280×720@24fps)\\\\n- - 触发时机:月门开启后首次进入封印密室的加载过渡(每局一次)\\\\n- - 内容与角色场景:沿湿滑石阶下行,星穹顶群星微光浮现,六槽封印台在黑暗中显出轮廓\\\\n- - 资产对应:密室、星穹顶、封印台与游戏内一致\\\\n- - 可跳过:Esc 跳过 → 直接进入密室;自然播完 → 进入密室\\\\n- - 状态一致:播完/跳过后若 G07 触发条件成立,则下一帧触发守望者事件\\\\n\\\\n[SHOT PLAN]\\\\n0-4s: establish the scene and begin the required action from this description: Descent along slick stone steps into a dark seal chamber, faint starry dome above, six-slot altar silhouette in black water reflections, cinematic, original design, no text\\\\n4-8s: 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: 8 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/1792418767201-w3otny3ga29.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G020_cg_003__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G020_cg_003__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 4599070,
|
| 49 |
+
"video_bytes": 1809008,
|
| 50 |
+
"credits_consumed": 328.0,
|
| 51 |
+
"finished_at": "2026-10-19T14:06:27.082006+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/G020_tidal_glyphs/assets/cg_video/G020_cg_003/video_seedance.mp4
ADDED
|
@@ -0,0 +1,3 @@
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| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:c4007554b1b0f814cf1b4de3c3b6a7bb807ce7d0191e1cf464797663b12838f1
|
| 3 |
+
size 1809008
|
outputs/G020_tidal_glyphs/assets/cg_video/G020_cg_004/meta_seedance.json
ADDED
|
@@ -0,0 +1,54 @@
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|
| 1 |
+
{
|
| 2 |
+
"task_id_input": "G020_cg_004",
|
| 3 |
+
"game_id": "G020_tidal_glyphs",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
+
"prompt_sha256": "038fe1b9d8f1cff397e03294e67e15d0881cc257b4110d0b6328a6dfe12869d4",
|
| 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: G020_tidal_glyphs\nWorld and visual bible:\n- - W01 世界与时代背景:架空的「汐语环礁」海域,每逢大潮退去,一座沉在潮线之下的先民遗址短暂露出;碑文学会派出驻礁学者赶在下一次涨潮前完成拓印与解封。\n- - W02 场景所在地:汐语环礁的月潮遗址——潮汐前厅(入口与壁画)、刻文内室(月相与灯台)、封印密室(星穹顶与六槽封印台,最深层)。\n- - W03 玩家身份与当前任务:玩家是碑文学者「临」;当前任务:解读六枚潮汐符文的真实译义,激活三重机关,在涨潮前解开遗址封印。\n- - W04 失败代价与结局表达:超时=涨潮吞没遗址(结算文案「潮水再临,遗址重眠」);完成则 C04 呈现封印解开的潮光升腾,评级(纯净/常规/仓促)表达解封质量。\n- - W05 叙事来源:六符号(潮/月/火/水/星/门)=先民记录潮汐历法的核心语汇;三重机关=封印仪式的三个环节;「回声守望者」=先民刻在壁龛中的看门者传说——遗址深层用以警示闯入者的「活刻文」,它是气氛与调查机制的一部分,不是敌人。\n- - W06 视觉风格与色彩材质:风格化写实的第一人称遗址;主色=冷潮青(#2E5A66 系)+石刻灰(#8A8F8C 系)+符文潮金(#D9B96A 发光);材质以湿石、水光反射、青苔与发光刻纹为主;密室整体暗于前厅(守望者事件前的低照度为氛围服务)。\n- - W07 环境氛围与声音语言:潮声环绕的寂静遗址——常驻潮汐低频、水滴与石厅回声;音效语言为「水滴+石刻摩擦+符文谐鸣+守望者低频轰鸣」,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)交代遗址与任务 → 机关开启(C02)与深层进入(C03)承载阶段叙事 → 守望者事件(G07 演出)深化「活刻文」传说并给出新线索 → 解封结算视频(C04)按评级收束;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:第一人称;鼠标偏航 ±180°、俯仰 ±85°;无镜头自动回正;摄像机边界=遗址墙体碰撞体;读档/房间重置后镜头回该节点冻结朝向。\n- - F04 环境常驻效果:前厅潮线水光与雾气、内室灯台烛焰摇曳、密室星穹顶微光;潮雾粒子不遮挡符文与机关判定(低密度)。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 最终解封\nPurpose: create the Ending cinematic and satisfy the referenced game contract C04.\nSource visual requirement: Six glyph light pillars converge, the seal curtain dissolves into rising tide-light, an epigrapher looks back with a lantern; ending frame variant by rating, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C04 最终解封(Ending,12 秒,1280×720@24fps,尾帧按 G08 评级三变体)\n- - 触发时机:六槽封印对位成功后、结算面板之前,每局一次\n- - 内容与角色场景:六符文光柱汇聚,封印光幕散开,潮光自遗址深处升腾,「临」提灯回望;尾帧按评级显示「纯净解封/常规解封/仓促解封」题字\n- - 资产对应:封印台、符文、遗址与游戏内一致\n- - 可跳过:Esc/Enter 跳过 → 直接进入结算面板;自然播完 → 进入结算面板\n- - 状态一致:仅在真实达成 V01 后触发;评级与真实误译数/用时一致\n\n[SHOT PLAN]\n0-6s: establish the scene and begin the required action from this description: Six glyph light pillars converge, the seal curtain dissolves into rising tide-light, an epigrapher looks back with a lantern; ending frame variant by rating, cinematic, original design, no text\n6-12s: 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: 12 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": 12
|
| 20 |
+
}
|
| 21 |
+
},
|
| 22 |
+
"started_at": "2026-10-19T14:06:27.699304+00:00",
|
| 23 |
+
"task_id": "9141614ab68968219dec6fa8a1ca7f64",
|
| 24 |
+
"status_response": {
|
| 25 |
+
"taskId": "9141614ab68968219dec6fa8a1ca7f64",
|
| 26 |
+
"model": "bytedance/seedance-2",
|
| 27 |
+
"state": "success",
|
| 28 |
+
"param": "{\"input\":\"{\\\"duration\\\":12,\\\"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: G020_tidal_glyphs\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:架空的「汐语环礁」海域,每逢大潮退去,一座沉在潮线之下的先民遗址短暂露出;碑文学会派出驻礁学者赶在下一次涨潮前完成拓印与解封。\\\\n- - W02 场景所在地:汐语环礁的月潮遗址——潮汐前厅(入口与壁画)、刻文内室(月相与灯台)、封印密室(星穹顶与六槽封印台,最深层)。\\\\n- - W03 玩家身份与当前任务:玩家是碑文学者「临」;当前任务:解读六枚潮汐符文的真实译义,激活三重机关,在涨潮前解开遗址封印。\\\\n- - W04 失败代价与结局表达:超时=涨潮吞没遗址(结算文案「潮水再临,遗址重眠」);完成则 C04 呈现封印解开的潮光升腾,评级(纯净/常规/仓促)表达解封质量。\\\\n- - W05 叙事来源:六符号(潮/月/火/水/星/门)=先民记录潮汐历法的核心语汇;三重机关=封印仪式的三个环节;「回声守望者」=先民刻在壁龛中的看门者传说——遗址深层用以警示闯入者的「活刻文」,它是气氛与调查机制的一部分,不是敌人。\\\\n- - W06 视觉风格与色彩材质:风格化写实的第一人称遗址;主色=冷潮青(#2E5A66 系)+石刻灰(#8A8F8C 系)+符文潮金(#D9B96A 发光);材质以湿石、水光反射、青苔与发光刻纹为主;密室整体暗于前厅(守望者事件前的低照度为氛围服务)。\\\\n- - W07 环境氛围与声音语言:潮声环绕的寂静遗址——常驻潮汐低频、水滴与石厅回声;音效语言为「水滴+石刻摩擦+符文谐鸣+守望者低频轰鸣」,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)交代遗址与任务 → 机关开启(C02)与深层进入(C03)承载阶段叙事 → 守望者事件(G07 演出)深化「活刻文」传说并给出新线索 → 解封结算视频(C04)按评级收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:第一人称;鼠标偏航 ±180°、俯仰 ±85°;无镜头自动回正;摄像机边界=遗址墙体碰撞体;读档/房间重置后镜头回该节点冻结朝向。\\\\n- - F04 环境常驻效果:前厅潮线水光与雾气、内室灯台烛焰摇曳、密室星穹顶微光;潮雾粒子不遮挡符文与机关判定(低密度)。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 最终解封\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C04.\\\\nSource visual requirement: Six glyph light pillars converge, the seal curtain dissolves into rising tide-light, an epigrapher looks back with a lantern; ending frame variant by rating, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C04 最终解封(Ending,12 秒,1280×720@24fps,尾帧按 G08 评级三变体)\\\\n- - 触发时机:六槽封印对位成功后、结算面板之前,每局一次\\\\n- - 内容与角色场景:六符文光柱汇聚,封印光幕散开,潮光自遗址深处升腾,「临」提灯回望;尾帧按评级显示「纯净解封/常规解封/仓促解封」题字\\\\n- - 资产对应:封印台、符文、遗址与游戏内一致\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入结算面板;自然播完 → 进入结算面板\\\\n- - 状态一致:仅在真实达成 V01 后触发;评级与真实误译数/用时一致\\\\n\\\\n[SHOT PLAN]\\\\n0-6s: establish the scene and begin the required action from this description: Six glyph light pillars converge, the seal curtain dissolves into rising tide-light, an epigrapher looks back with a lantern; ending frame variant by rating, cinematic, original design, no text\\\\n6-12s: 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: 12 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/1792419082988-wk72s5yac6e.mp4\"]}",
|
| 30 |
+
"failCode": null,
|
| 31 |
+
"failMsg": null,
|
| 32 |
+
"costTime": 294,
|
| 33 |
+
"completeTime": 1792419084009,
|
| 34 |
+
"createTime": 1792418788781,
|
| 35 |
+
"creditsConsumed": 492.0,
|
| 36 |
+
"operationType": "bytedance/seedance-2",
|
| 37 |
+
"response": {
|
| 38 |
+
"resultUrls": [
|
| 39 |
+
"https://tempfile.aiquickdraw.com/seedance/1792419082988-wk72s5yac6e.mp4"
|
| 40 |
+
]
|
| 41 |
+
},
|
| 42 |
+
"successFlag": 1,
|
| 43 |
+
"paramJson": "{\"input\":\"{\\\"duration\\\":12,\\\"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: G020_tidal_glyphs\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:架空的「汐语环礁」海域,每逢大潮退去,一座沉在潮线之下的先民遗址短暂露出;碑文学会派出驻礁学者赶在下一次涨潮前完成拓印与解封。\\\\n- - W02 场景所在地:汐语环礁的月潮遗址——潮汐前厅(入口与壁画)、刻文内室(月相与灯台)、封印密室(星穹顶与六槽封印台,最深层)。\\\\n- - W03 玩家身份与当前任务:玩家是碑文学者「临」;当前任务:解读六枚潮汐符文的真实译义,激活三重机关,在涨潮前解开遗址封印。\\\\n- - W04 失败代价与结局表达:超时=涨潮吞没遗址(结算文案「潮水再临,遗址重眠」);完成则 C04 呈现封印解开的潮光升腾,评级(纯净/常规/仓促)表达解封质量。\\\\n- - W05 叙事来源:六符号(潮/月/火/水/星/门)=先民记录潮汐历法的核心语汇;三重机关=封印仪式的三个环节;「回声守望者」=先民刻在壁龛中的看门者传说——遗址深层用以警示闯入者的「活刻文」,它是气氛与调查机制的一部分,不是敌人。\\\\n- - W06 视觉风格与色彩材质:风格化写实的第一人称遗址;主色=冷潮青(#2E5A66 系)+石刻灰(#8A8F8C 系)+符文潮金(#D9B96A 发光);材质以湿石、水光反射、青苔与发光刻纹为主;密室整体暗于前厅(守望者事件前的低照度为氛围服务)。\\\\n- - W07 环境氛围与声音语言:潮声环绕的寂静遗址——常驻潮汐低频、水滴与石厅回声;音效语言为「水滴+石刻摩擦+符文谐鸣+守望者低频轰鸣」,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)交代遗址与任务 → 机关开启(C02)与深层进入(C03)承载阶段叙事 → 守望者事件(G07 演出)深化「活刻文」传说并给出新线索 → 解封结算视频(C04)按评级收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:第一人称;鼠标偏航 ±180°、俯仰 ±85°;无镜头自动回正;摄像机边界=遗址墙体碰撞体;读档/房间重置后镜头回该节点冻结朝向。\\\\n- - F04 环境常驻效果:前厅潮线水光与雾气、内室灯台烛焰摇曳、密室星穹顶微光;潮雾粒子不遮挡符文与机关判定(低密度)。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 最终解封\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C04.\\\\nSource visual requirement: Six glyph light pillars converge, the seal curtain dissolves into rising tide-light, an epigrapher looks back with a lantern; ending frame variant by rating, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C04 最终解封(Ending,12 秒,1280×720@24fps,尾帧按 G08 评级三变体)\\\\n- - 触发时机:六槽封印对位成功后、结算面板之前,每局一次\\\\n- - 内容与角色场景:六符文光柱汇聚,封印光幕散开,潮光自遗址深处升腾,「临」提灯回望;尾帧按评级显示「纯净解封/常规解封/仓促解封」题字\\\\n- - 资产对应:封印台、符文、遗址与游戏内一致\\\\n- - 可跳���:Esc/Enter 跳过 → 直接进入结算面板;自然播完 → 进入结算面板\\\\n- - 状态一致:仅在真实达成 V01 后触发;评级与真实误译数/用时一致\\\\n\\\\n[SHOT PLAN]\\\\n0-6s: establish the scene and begin the required action from this description: Six glyph light pillars converge, the seal curtain dissolves into rising tide-light, an epigrapher looks back with a lantern; ending frame variant by rating, cinematic, original design, no text\\\\n6-12s: 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: 12 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/1792419082988-wk72s5yac6e.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G020_cg_004__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G020_cg_004__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 8691730,
|
| 49 |
+
"video_bytes": 4399338,
|
| 50 |
+
"credits_consumed": 492.0,
|
| 51 |
+
"finished_at": "2026-10-19T14:12:02.053307+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/G020_tidal_glyphs/assets/cg_video/G020_cg_004/video_seedance.mp4
ADDED
|
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oid sha256:e5dd2888eb21b36d7b9e777205bc9612d000566a48ae29644f69bb913c124f71
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size 4399338
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