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Upload H3 CG videos for G013_wind_tower_grapple

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outputs/G013_wind_tower_grapple/assets/cg_video/G013_cg_001/meta_seedance.json ADDED
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+ {
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+ "task_id_input": "G013_cg_001",
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+ "game_id": "G013_wind_tower_grapple",
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+ "model": "bytedance/seedance-2",
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+ "prompt_schema": "cg_video_prompt.v1",
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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: G013_wind_tower_grapple\nWorld and visual bible:\n- - W01 世界与时代背景:风塔巡检日志——峡谷风塔群逐座失联,风暴季的风口让巡检成为只有老巡检员敢接的差事。\n- - W02 场景所在地:单条峡谷巡检线(教学崖壁、长摆荡风口、精密落点塔群),塔间以环形机械锚点相连,峡谷底部是翻涌的云雾坠落带。\n- - W03 玩家身份与当前任务动机:玩家是风塔巡检员,携抓钩装置沿巡检线恢复四个检查点的信号,最终登上终点塔顶重启信标。\n- - W04 失败代价与结局表达:失败=坠落云雾或超时未归,巡检日志记为未完成(C03 失败意象);胜利=塔顶信标重新亮起,全线风塔回归在线(C03 胜利意象)。\n- - W05 叙事来源:锚点=风塔检修桥的旧挂环;检查点=巡检信号桩(首桩自动在线);阵风带=峡谷风口的季节性穿堂风;坠落带=峡谷积云。全部原创。\n- - W06 视觉风格与色彩材质:峡谷荒原+机械风塔的写实风格化;主色=岩褐 #8A7A66、塔钢青 #4A6F8C、信号橙 #E4762C、绳索麻灰 #B8B2A6、云雾白 #DCE6EA;材质为风化钢、绳缆、岩石与信号灯。\n- - W07 环境氛围与声音语言:峡谷风声为底(阵风带内加强);音效语言为「抓钩射击+绳索绷紧+摆荡风啸+落点闷响+信号激活」,全部音效按 §9 F06 冻结清单交付;混音优先级:检查点激活与超时警报 > 抓钩/绳索 > 摆荡/落点 > 环境风。\n- - W08 故事表达方式:开场视频(C01)交代失联风塔与巡检目标 → 风场事件视频(C02)承载阵风带的机制叙事 → 结算视频(C03)收束;叙事提示不阻断控制、不改变数值。\n- - F01 视角与镜头:第三人称跟随(鼠标控制);FOV 70(可调 60–80);摆荡时镜头平滑跟随并轻微滞后(阻尼 0.1s);镜头边界=巡检线包围盒。\n- - F04 环境常驻效果:峡谷云雾流动、塔身旗帜翻卷、锚点锈光、检查点信号灯呼吸。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 风塔巡检令\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: 峡谷风口全景:一排风塔在风幕中只剩轮廓,两座塔顶信号灯熄灭;巡检员在崖边扣紧抓钩,镜头掠向巡检线尽头亮着的终点塔;无剪辑、无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 风塔巡检令(Opening,5 秒,1280×720@24fps)\n- - 触发时机:首次由标题进入峡谷之前,每局一次\n- - 内容与角色场景:峡谷风口的全景,一排风塔在风幕中只剩轮廓,两座塔顶信号灯已经熄灭;巡检员在崖边扣紧抓钩,镜头掠向巡检线尽头亮着的终点塔\n- - 资产对应:巡检员、风塔群、锚点与游戏内模型/贴图同源设计\n- - 可跳过:Enter/Space 或跳过按钮 → 直接进入教学段;自然播完 → 进入教学段\n- - 状态一致:跳过与自然播完后初始状态一致;播放期间不推进任何游戏计时\n\n[SHOT PLAN]\n0-2s: establish the scene and begin the required action from this description: 峡谷风口全景:一排风塔在风幕中只剩轮廓,两座塔顶信号灯熄灭;巡检员在崖边扣紧抓钩,镜头掠向巡检线尽头亮着的终点塔;无剪辑、无 UI、无文字\n2-5s: 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: 直接进入教学段,跳过与自然播完后初始状态一致\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: 5 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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+ "duration": 5
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+ "param": "{\"input\":\"{\\\"duration\\\":5,\\\"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: G013_wind_tower_grapple\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:风塔巡检日志——峡谷风塔群逐座失联,风暴季的风口让巡检成为只有老巡检员敢接的差事。\\\\n- - W02 场景所在地:单条峡谷巡检线(教学崖壁、长摆荡风口、精密落点塔群),塔间以环形机械锚点相连,峡谷底部是翻涌的云雾坠落带。\\\\n- - W03 玩家身份与当前任务动机:玩家是风塔巡检员,携抓钩装置沿巡检线恢复四个检查点的信号,最终登上终点塔顶重启信标。\\\\n- - W04 失败代价与结局表达:失败=坠落云雾或超时未归,巡检日志记为未完成(C03 失败意象);胜利=塔顶信标重新亮起,全线风塔回归在线(C03 胜利意象)。\\\\n- - W05 叙事来源:锚点=风塔检修桥的旧挂环;检查点=巡检信号桩(首桩自动在线);阵风带=峡谷风口的季节性穿堂风;坠落带=峡谷积云。全部原创。\\\\n- - W06 视觉风格与色彩材质:峡谷荒原+机械风塔的写实风格化;主色=岩褐 #8A7A66、塔钢青 #4A6F8C、信号橙 #E4762C、绳索麻灰 #B8B2A6、云雾白 #DCE6EA;材质为风化钢、绳缆、岩石与信号灯。\\\\n- - W07 环境氛围与声音语言:峡谷风声为底(阵风带内加强);音效语言为「抓钩射击+绳索绷紧+摆荡风啸+落点闷响+信号激活」,全部音效按 §9 F06 冻结清单交付;混音优先级:检查点激活与超时警报 > 抓钩/绳索 > 摆荡/落点 > 环境风。\\\\n- - W08 故事表达方式:开场视频(C01)交代失联风塔与巡检目标 → 风场事件视频(C02)承载阵风带的机制叙事 → 结算视频(C03)收束;叙事提示不阻断控制、不改变数值。\\\\n- - F01 视角与镜头:第三人称跟随(鼠标控制);FOV 70(可调 60–80);摆荡时镜头平滑跟随并轻微滞后(阻尼 0.1s);镜头边界=巡检线包围盒。\\\\n- - F04 环境常驻效果:峡谷云雾流动、塔身旗帜翻卷、锚点锈光、检查点信号灯呼吸。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 风塔巡检令\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 峡谷风口全景:一排风塔在风幕中只剩轮廓,两座塔顶信号灯熄灭;巡检员在崖边扣紧抓钩,镜头掠向巡检线尽头亮着的终点塔;无剪辑、无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 风塔巡检令(Opening,5 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入峡谷之前,每局一次\\\\n- - 内容与角色场景:峡谷风口的全景,一排风塔在风幕中只剩轮廓,两座塔顶信号灯已经熄灭;巡检员在崖边扣紧抓钩,镜头掠向巡检线尽头亮着的终点塔\\\\n- - 资产对应:巡检员、风塔群、锚点与游戏内模型/贴图同源设计\\\\n- - 可跳过:Enter/Space 或跳过按钮 → 直接进入教学段;自然播完 → 进入教学段\\\\n- - 状态一致:跳过与自然播完后初始状态一致;播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 峡谷风口全景:一排风塔在风幕中只剩轮廓,两座塔顶信号灯熄灭;巡检员在崖边扣紧抓钩,镜头掠向巡检线尽头亮着的终点塔;无剪辑、无 UI、无文字\\\\n2-5s: 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: 直接进入教学段,跳过与自然播完后初始状态一致\\\\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: 5 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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+ "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: G013_wind_tower_grapple\nWorld and visual bible:\n- - W01 世界与时代背景:风塔巡检日志——峡谷风塔群逐座失联,风暴季的风口让巡检成为只有老巡检员敢接的差事。\n- - W02 场景所在地:单条峡谷巡检线(教学崖壁、长摆荡风口、精密落点塔群),塔间以环形机械锚点相连,峡谷底部是翻涌的云雾坠落带。\n- - W03 玩家身份与当前任务动机:玩家是风塔巡检员,携抓钩装置沿巡检线恢复四个检查点的信号,最终登上终点塔顶重启信标。\n- - W04 失败代价与结局表达:失败=坠落云雾或超时未归,巡检日志记为未完成(C03 失败意象);胜利=塔顶信标重新亮起,全线风塔回归在线(C03 胜利意象)。\n- - W05 叙事来源:锚点=风塔检修桥的旧挂环;检查点=巡检信号桩(首桩自动在线);阵风带=峡谷风口的季节性穿堂风;坠落带=峡谷积云。全部原创。\n- - W06 视觉风格与色彩材质:峡谷荒原+机械风塔的写实风格化;主色=岩褐 #8A7A66、塔钢青 #4A6F8C、信号橙 #E4762C、绳索麻灰 #B8B2A6、云雾白 #DCE6EA;材质为风化钢、绳缆、岩石与信号灯。\n- - W07 环境氛围与声音语言:峡谷风声为底(阵风带内加强);音效语言为「抓钩射击+绳索绷紧+摆荡风啸+落点闷响+信号激活」,全部音效按 §9 F06 冻结清单交付;混音优先级:检查点激活与超时警报 > 抓钩/绳索 > 摆荡/落点 > 环境风。\n- - W08 故事表达方式:开场视频(C01)交代失联风塔与巡检目标 → 风场事件视频(C02)承载阵风带的机制叙事 → 结算视频(C03)收束;叙事提示不阻断控制、不改变数值。\n- - F01 视角与镜头:第三人称跟随(鼠标控制);FOV 70(可调 60–80);摆荡时镜头平滑跟随并轻微滞后(阻尼 0.1s);镜头边界=巡检线包围盒。\n- - F04 环境常驻效果:峡谷云雾流动、塔身旗帜翻卷、锚点锈光、检查点信号灯呼吸。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Event\nName: 穿堂风口\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\nSource visual requirement: 镜头侧跟摆荡中的巡检员冲入风口:尘线横扫画面、绳索被风吹出更大的弧线、衣摆与旗布同向翻卷;HUD 风向标记亮起\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 穿堂风口(Event,5 秒,1280×720@24fps)\n- - 触发时机:每局首次进入阵风带(挂绳或空中均可)时,每局一次\n- - 内容与角色场景:镜头侧跟摆荡中的巡检员冲入风口——尘线横扫画面、绳索被风吹出更大的弧线、衣摆与旗布同向翻卷;HUD 风向标记亮起\n- - 资产对应:巡检员、绳索、阵风带标记与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接继续巡检(风带推力状态保持);自然播完 → 继续巡检\n- - 状态一致:播放期间摆荡、风场推力与计时冻结,播放结束瞬间按冻结前状态恢复\n\n[SHOT PLAN]\n0-2s: establish the scene and begin the required action from this description: 镜头侧跟摆荡中的巡检员冲入风口:尘线横扫画面、绳索被风吹出更大的弧线、衣摆与旗布同向翻卷;HUD 风向标记亮起\n2-5s: 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: 直接继续巡检(风带推力状态保持),播放期间摆荡/风场推力/计时冻结\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: 5 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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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: G013_wind_tower_grapple\nWorld and visual bible:\n- - W01 世界与时代背景:风塔巡检日志——峡谷风塔群逐座失联,风暴季的风口让巡检成为只有老巡检员敢接的差事。\n- - W02 场景所在地:单条峡谷巡检线(教学崖壁、长摆荡风口、精密落点塔群),塔间以环形机械锚点相连,峡谷底部是翻涌的云雾坠落带。\n- - W03 玩家身份与当前任务动机:玩家是风塔巡检员,携抓钩装置沿巡检线恢复四个检查点的信号,最终登上终点塔顶重启信标。\n- - W04 失败代价与结局表达:失败=坠落云雾或超时未归,巡检日志记为未完成(C03 失败意象);胜利=塔顶信标重新亮起,全线风塔回归在线(C03 胜利意象)。\n- - W05 叙事来源:锚点=风塔检修桥的旧挂环;检查点=巡检信号桩(首桩自动在线);阵风带=峡谷风口的季节性穿堂风;坠落带=峡谷积云。全部原创。\n- - W06 视觉风格与色彩材质:峡谷荒原+机械风塔的写实风格化;主色=岩褐 #8A7A66、塔钢青 #4A6F8C、信号橙 #E4762C、绳索麻灰 #B8B2A6、云雾白 #DCE6EA;材质为风化钢、绳缆、岩石与信号灯。\n- - W07 环境氛围与声音语言:峡谷风声为底(阵风带内加强);音效语言为「抓钩射击+绳索绷紧+摆荡风啸+落点闷响+信号激活」,全部音效按 §9 F06 冻结清单交付;混音优先级:检查点激活与超时警报 > 抓钩/绳索 > 摆荡/落点 > 环境风。\n- - W08 故事表达方式:开场视频(C01)交代失联风塔与巡检目标 → 风场事件视频(C02)承载阵风带的机制叙事 → 结算视频(C03)收束;叙事提示不阻断控制、不改变数值。\n- - F01 视角与镜头:第三人称跟随(鼠标控制);FOV 70(可调 60–80);摆荡时镜头平滑跟随并轻微滞后(阻尼 0.1s);镜头边界=巡检线包围盒。\n- - F04 环境常驻效果:峡谷云雾流动、塔身旗帜翻卷、锚点锈光、检查点信号灯呼吸。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 塔顶信标\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\nSource visual requirement: 胜负双意象:胜利=终点塔顶信标重新亮起、光沿巡检线逐塔点亮、巡检员收起抓钩远眺;失败=云雾从峡谷底涌上巡检线、信号灯逐盏熄灭、日志合上\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 塔顶信标(Ending,6 秒,1280×720@24fps,胜负共用双意象)\n- - 触发时机:V01 或 V02 成立、结算面板出现之前,每局一次\n- - 内容与角色场景:胜利意象=终点塔顶信标重新亮起、光沿巡检线逐塔点亮、巡检员收起抓钩远眺;失败意象=云雾从峡谷底涌上巡检线、信号灯逐盏熄灭、日志合上\n- - 资产对应:巡检员、终点塔、信号灯与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入对应结算面板;自然播完 → 进入对应结算面板\n- - 状态一致:仅在真实 V01/V02 后触发;播放期间不推进任何游戏计时\n\n[SHOT PLAN]\n0-3s: establish the scene and begin the required action from this description: 胜负双意象:胜利=终点塔顶信标重新亮起、光沿巡检线逐塔点亮、巡检员收起抓钩远眺;失败=云雾从峡谷底涌上巡检线、信号灯逐盏熄灭、日志合上\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: 直接进入对应结算面板\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.",
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+ "finished_at": "2026-10-19T06:05:21.417010+00:00",
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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+ }
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