Commit ·
cd8dfaa
1
Parent(s): 9ed3326
Upload Seedance CG videos for G025_broken_continent_rts (#191)
Browse files- Upload H3 CG videos for G025_broken_continent_rts (74dc82826010ffaf73c3bb5e2bc09592b2369987)
Co-authored-by: 肖天祺 <xiaotianqi05@users.noreply.huggingface.co>
- outputs/G025_broken_continent_rts/assets/cg_video/G025_cg_001/meta_seedance.json +54 -0
- outputs/G025_broken_continent_rts/assets/cg_video/G025_cg_001/video_seedance.mp4 +3 -0
- outputs/G025_broken_continent_rts/assets/cg_video/G025_cg_002/meta_seedance.json +54 -0
- outputs/G025_broken_continent_rts/assets/cg_video/G025_cg_002/video_seedance.mp4 +3 -0
- outputs/G025_broken_continent_rts/assets/cg_video/G025_cg_003/meta_seedance.json +54 -0
- outputs/G025_broken_continent_rts/assets/cg_video/G025_cg_003/video_seedance.mp4 +3 -0
- outputs/G025_broken_continent_rts/assets/cg_video/G025_cg_004/meta_seedance.json +54 -0
- outputs/G025_broken_continent_rts/assets/cg_video/G025_cg_004/video_seedance.mp4 +3 -0
- outputs/G025_broken_continent_rts/assets/cg_video/G025_cg_005/meta_seedance.json +54 -0
- outputs/G025_broken_continent_rts/assets/cg_video/G025_cg_005/video_seedance.mp4 +3 -0
outputs/G025_broken_continent_rts/assets/cg_video/G025_cg_001/meta_seedance.json
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{
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"task_id_input": "G025_cg_001",
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"game_id": "G025_broken_continent_rts",
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"model": "bytedance/seedance-2-5",
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"prompt_schema": "cg_video_prompt.v1",
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"prompt_sha256": "9a1c11a92913a7f01c9e53af4f0075ad5a01d5d893fdd33b18d18d6eb8ea63ec",
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"status": "success",
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"request": {
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"model": "bytedance/seedance-2-5",
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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: G025_broken_continent_rts\nWorld and visual bible:\n- - W01 世界与时代背景:破碎大陆的十四面旗——一次大灾变把大陆撕成十三块漂移区域,十四种文明与移动灾害在其上共存,远征是各阵营唯一的活路。\n- - W02 场景所在地:十三块地形区域(R02–R14:巨体区、领地区、机械区、感染区、灾害区、观测区、生态区、链接区、编辑区、交换区、调度区、缴获区、根系区)随机拼接;接缝为交战高发区;F01 幸存者分布于其中。\n- - W03 玩家身份与当前任务动机:玩家是远征阵营的指挥者;动机是选择阵营与本次远征目标,侦察邻区、救援盟友并争取资源与科技,在持续变化的战场规则下完成远征(面向玩家的远征目标叙事,评测流程不当作游戏故事)。\n- - W04 失败代价与结局表达:按开局公开的目标迎来远征胜利或失败(CG05 双意象);面对不可攻击对象须采用规则允许的绕行、引导或目标路径,不能把消灭所有对象设为强制目标;结算必须显示原因与重开/返回入口。\n- - W05 叙事来源:F01 人类协作=灾变幸存者协作组织;F02–F14=灾变演化出的十三种异构文明(巨体、领地能量、自适应机械、感染转化、移动灾害、远域观测、捕食生态、分布式蜂群、环境编辑、生命交换、规则调度、缴获拼装、扩张根系);区域=十三块漂移地块。全部原创,不使用商业作品命名。\n- - W06 视觉风格与色彩材质:写实风格化破碎大陆;主色=岩褐 #8A7A66、灾变紫 #4A4E6F、信号橙 #E4762C、机械青 #4A6F8C、生态绿 #7FBF6A;材质为风化钢、藤化岩、能量光带与飘尘;共同风格:低多边形/简化几何、RTS 缩放下清晰剪影;归属用底圈/小旗/UI 表示、伪装不通过底圈泄露(二十一节口径)。\n- - W07 环境氛围与声音语言:大陆风与远处灾害闷响为底;音效语言为「资源入账+科技解锁+感染警报+灾害预警+规则预告+战役结算」,全部音效按 §23 FE06 冻结清单交付;混音优先级:灾害/规则预警 > 战斗与感染警报 > 资源/科技反馈 > 环境风。\n- - W08 故事表达方式:开场视频(CG01)交代世界局势与远征目标 → 阵营部署视频(CG02)承载开局选择 → 区域解锁视频(CG03)承载扩张节拍 → 战役视频(CG04)承载对位交锋 → 结算视频(CG05)收束;叙事提示不阻断控制、不修改数值、不泄露隐藏状态。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 十四面旗\nPurpose: create the Opening cinematic and satisfy the referenced game contract CG01.\nSource visual requirement: 破碎大陆全景:十三块漂移区域在灾变尘幕中缓缓错动,十四面旗帜在风中断续可见,灾害体的轮廓在地平线推进;无剪辑、无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - CG01 十四面旗(Opening,5 秒,1280×720@24fps)\n\n[SHOT PLAN]\n0-2s: establish the scene and begin the required action from this description: 破碎大陆全景:十三块漂移区域在灾变尘幕中缓缓错动,十四面旗帜在风中断续可见,灾害体的轮廓在地平线推进;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: 直接进入阵营选择,跳过与自然播完后初始状态 hash 相同\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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"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": 5
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}
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},
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"started_at": "2026-10-19T07:32:51.830507+00:00",
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"task_id": "8d5b0f7a9a2142a914e64699e3d17184",
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"status_response": {
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"taskId": "8d5b0f7a9a2142a914e64699e3d17184",
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"model": "bytedance/seedance-2-5",
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"state": "success",
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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: G025_broken_continent_rts\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:破碎大陆的十四面旗——一次大灾变把大陆撕成十三块漂移区域,十四种文明与移动灾害在其上共存,远征是各阵营唯一的活路。\\\\n- - W02 场景所在地:十三块地形区域(R02–R14:巨体区、领地区、机械区、感染区、灾害区、观测区、生态区、链接区、编辑区、交换区、调度区、缴获区、根系区)随机拼接;接缝为交战高发区;F01 幸存者分布于其中。\\\\n- - W03 玩家身份与当前任务动机:玩家是远征阵营的指挥者;动机是选择阵营与本次远征目标,侦察邻区、救援盟友并争取资源与科技,在持续变化的战场规则下完成远征(面向玩家的远征目标叙事,评测流程不当作游戏故事)。\\\\n- - W04 失败代价与结局表达:按开局公开的目标迎来远征胜利或失败(CG05 双意象);面对不可攻击对象须采用规则允许的绕行、引导或目标路径,不能把消灭所有对象设为强制目标;结算必须显示原因与重开/返回入口。\\\\n- - W05 叙事来源:F01 人类协作=灾变幸存者协作组织;F02–F14=灾变演化出的十三种异构文明(巨体、领地能量、自适应机械、感染转化、移动灾害、远域观测、捕食生态、分布式蜂群、环境编辑、生命交换、规则调度、缴获拼装、扩张根系);区域=十三块漂移地块。全部原创,不使用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:写实风格化破碎大陆;主色=岩褐 #8A7A66、灾变紫 #4A4E6F、信号橙 #E4762C、机械青 #4A6F8C、生态绿 #7FBF6A;材质为风化钢、藤化岩、能量光带与飘尘;共同风格:低多边形/简化几何、RTS 缩放下清晰剪影;归属用底圈/小旗/UI 表示、伪装不通过底圈泄露(二十一节口径)。\\\\n- - W07 环境氛围与声音语言:大陆风与远处灾害闷响为底;音效语言为「资源入账+科技解锁+感染警报+灾害预警+规则预告+战役结算」,全部音效按 §23 FE06 冻结清单交付;混音优先级:灾害/规则预警 > 战斗与感染警报 > 资源/科技反馈 > 环境风。\\\\n- - W08 故事表达方式:开场视频(CG01)交代世界局势与远征目标 → 阵营部署视频(CG02)承载开局选择 → 区域解锁视频(CG03)承载扩张节拍 → 战役视频(CG04)承载对位交锋 → 结算视频(CG05)收束;叙事提示不阻断控制、不修改数值、不泄露隐藏状态。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 十四面旗\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract CG01.\\\\nSource visual requirement: 破碎大陆全景:十三块漂移区域在灾变尘幕中缓缓错动,十四面旗帜在风中断续可见,灾害体的轮廓在地平线推进;无剪辑、无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - CG01 十四面旗(Opening,5 秒,1280×720@24fps)\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 破碎大陆全景:十三块漂移区域在灾变尘幕中缓缓错动,十四面旗帜在风中断续可见,灾害体的轮廓在地平线推进;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: 直接进入阵营选择,跳过与自然播完后初始状态 hash 相同\\\\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-2-5\"}",
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"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792395333252-83bvkq76kvc.mp4\"]}",
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"failCode": null,
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"failMsg": null,
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"costTime": 161,
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"completeTime": 1792395334681,
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"createTime": 1792395172841,
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"creditsConsumed": 315.0,
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"operationType": "bytedance/seedance-2-5",
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"response": {
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"resultUrls": [
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"https://tempfile.aiquickdraw.com/seedance/1792395333252-83bvkq76kvc.mp4"
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]
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},
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"successFlag": 1,
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| 43 |
+
"paramJson": "{\"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: G025_broken_continent_rts\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:破碎大陆的十四面旗——一次大灾变把大陆撕成十三块漂移区域,十四种文明与移动灾害在其上共存,远征是各阵营唯一的活路。\\\\n- - W02 场景所在地:十三块地形区域(R02–R14:巨体区、领地区、机械区、感染区、灾害区、观测区、生态区、链接区、编辑区、交换区、调度区、缴获区、根系区)随机拼接;接缝为交战高发区;F01 幸存者分布于其中。\\\\n- - W03 玩家身份与当前任务动机:玩家是远征阵营的指挥者;动机是选择阵营与本次远征目标,侦察邻区、救援盟友并争取资源与科技,在持续变化的战场规则下完成远征(面向玩家的远征目标叙事,评测流程不当作游戏故事)。\\\\n- - W04 失败代价与结局表达:按开局公开的目标迎来远征胜利或失败(CG05 双意象);面对不可攻击对象须采用规则允许的绕行、引导或目标路径,不能把消灭所有对象设为强制目标;结算必须显示原因与重开/返回入口。\\\\n- - W05 叙事来源:F01 人类协作=灾变幸存者协作组织;F02–F14=灾变演化出的十三种异构文明(巨体、领地能量、自适应机械、感染转化、移动灾害、远域观测、捕食生态、分布式蜂群、环境编辑、生命交换、规则调度、缴获拼装、扩张根系);区域=十三块漂移地块。全部原创,不使用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:写实风格化破碎大陆;主色=岩褐 #8A7A66、灾变紫 #4A4E6F、信号橙 #E4762C、机械青 #4A6F8C、生态绿 #7FBF6A;材质为风化钢、藤化岩、能量光带与飘尘;共同风格:低多边形/简化几何、RTS 缩放下清晰剪影;归属用底圈/小旗/UI 表示、伪装不通过底圈泄露(二十一节口径)。\\\\n- - W07 环境氛围与声音语言:大陆风与远处灾害闷响为底;音效语言为「资源入账+科技解锁+感染警报+灾害预警+规则预告+战役结算」,全部音效按 §23 FE06 冻结清单交付;混音优先级:灾害/规则预警 > 战斗与感染警报 > 资源/科技反馈 > 环境风。\\\\n- - W08 故事表达方式:开场视频(CG01)交代世界局势与远征目标 → 阵营部署视频(CG02)承载开局选择 → 区域解锁视频(CG03)承载扩张节拍 → 战役视频(CG04)承载对位交锋 → 结算视频(CG05)收束;叙事提示不阻断控制、不修改数值、不泄露隐藏状态。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 十四面旗\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract CG01.\\\\nSource visual requirement: 破碎大陆全景:十三块漂移区域在灾变尘幕中缓缓错动,十四面旗帜在风中断续可见,灾害体的轮廓在地平线推进;无剪辑、无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - CG01 十四面旗(Opening,5 秒,1280×720@24fps)\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 破碎大陆全景:十三块漂移区域在灾变尘幕中缓缓错动,十四面旗帜在风中断续可见,灾害体的轮廓在地平线推进;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: 直接进入阵营选择,跳过与自然播完后初始状态 hash 相同\\\\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-2-5\"}"
|
| 44 |
+
},
|
| 45 |
+
"result_url": "https://tempfile.aiquickdraw.com/seedance/1792395333252-83bvkq76kvc.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G025_cg_001__seedance25.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G025_cg_001__seedance25.mp4",
|
| 48 |
+
"native_video_bytes": 6621917,
|
| 49 |
+
"video_bytes": 907510,
|
| 50 |
+
"credits_consumed": 315.0,
|
| 51 |
+
"finished_at": "2026-10-19T07:35:52.397888+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/G025_broken_continent_rts/assets/cg_video/G025_cg_001/video_seedance.mp4
ADDED
|
@@ -0,0 +1,3 @@
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| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:eb7ca48cf8f25e5e5b6aa387f9ad82bfb734560278797dbda5b67eb715eb75fa
|
| 3 |
+
size 907510
|
outputs/G025_broken_continent_rts/assets/cg_video/G025_cg_002/meta_seedance.json
ADDED
|
@@ -0,0 +1,54 @@
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|
| 1 |
+
{
|
| 2 |
+
"task_id_input": "G025_cg_002",
|
| 3 |
+
"game_id": "G025_broken_continent_rts",
|
| 4 |
+
"model": "bytedance/seedance-2-5",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
+
"prompt_sha256": "45b35789b6fa55c7ae0db04a6043397abe016eafc7d61e08d8c09049a36e24d3",
|
| 7 |
+
"status": "success",
|
| 8 |
+
"request": {
|
| 9 |
+
"model": "bytedance/seedance-2-5",
|
| 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: G025_broken_continent_rts\nWorld and visual bible:\n- - W01 世界与时代背景:破碎大陆的十四面旗——一次大灾变把大陆撕成十三块漂移区域,十四种文明与移动灾害在其上共存,远征是各阵营唯一的活路。\n- - W02 场景所在地:十三块地形区域(R02–R14:巨体区、领地区、机械区、感染区、灾害区、观测区、生态区、链接区、编辑区、交换区、调度区、缴获区、根系区)随机拼接;接缝为交战高发区;F01 幸存者分布于其中。\n- - W03 玩家身份与当前任务动机:玩家是远征阵营的指挥者;动机是选择阵营与本次远征目标,侦察邻区、救援盟友并争取资源与科技,在持续变化的战场规则下完成远征(面向玩家的远征目标叙事,评测流程不当作游戏故事)。\n- - W04 失败代价与结局表达:按开局公开的目标迎来远征胜利或失败(CG05 双意象);面对不可攻击对象须采用规则允许的绕行、引导或目标路径,不能把消灭所有对象设为强制目标;结算必须显示原因与重开/返回入口。\n- - W05 叙事来源:F01 人类协作=灾变幸存者协作组织;F02–F14=灾变演化出的十三种异构文明(巨体、领地能量、自适应机械、感染转化、移动灾害、远域观测、捕食生态、分布式蜂群、环境编辑、生命交换、规则调度、缴获拼装、扩张根系);区域=十三块漂移地块。全部原创,不使用商业作品命名。\n- - W06 视觉风格与色彩材质:写实风格化破碎大陆;主色=岩褐 #8A7A66、灾变紫 #4A4E6F、信号橙 #E4762C、机械青 #4A6F8C、生态绿 #7FBF6A;材质为风化钢、藤化岩、能量光带与飘尘;共同风格:低多边形/简化几何、RTS 缩放下清晰剪影;归属用底圈/小旗/UI 表示、伪装不通过底圈泄露(二十一节口径)。\n- - W07 环境氛围与声音语言:大陆风与远处灾害闷响为底;音效语言为「资源入账+科技解锁+感染警报+灾害预警+规则预告+战役结算」,全部音效按 §23 FE06 冻结清单交付;混音优先级:灾害/规则预警 > 战斗与感染警报 > 资源/科技反馈 > 环境风。\n- - W08 故事表达方式:开场视频(CG01)交代世界局势与远征目标 → 阵营部署视频(CG02)承载开局选择 → 区域解锁视频(CG03)承载扩张节拍 → 战役视频(CG04)承载对位交锋 → 结算视频(CG05)收束;叙事提示不阻断控制、不修改数值、不泄露隐藏状态。\n\n[CINEMATIC ROLE]\nType: Event\nName: 远征部署\nPurpose: create the Event cinematic and satisfy the referenced game contract CG02.\nSource visual requirement: 所选阵营的基地在对应区域点亮,侦察单位与首批生产队列展开,开局目标横幅在画面上定格\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - CG02 远征部署(Event,5 秒,1280×720@24fps)\n\n[SHOT PLAN]\n0-2s: establish the scene and begin the required action from this description: 所选阵营的基地在对应区域点亮,侦察单位与首批生产队列展开,开局目标横幅在画面上定格\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: 直接进入世界推进,播放期间不推进任何游戏计时\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.",
|
| 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": 5
|
| 20 |
+
}
|
| 21 |
+
},
|
| 22 |
+
"started_at": "2026-10-19T07:35:52.997003+00:00",
|
| 23 |
+
"task_id": "fa7d1428609fcda782af08a06c9836a1",
|
| 24 |
+
"status_response": {
|
| 25 |
+
"taskId": "fa7d1428609fcda782af08a06c9836a1",
|
| 26 |
+
"model": "bytedance/seedance-2-5",
|
| 27 |
+
"state": "success",
|
| 28 |
+
"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: G025_broken_continent_rts\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:破碎大陆的十四面旗——一次大灾变把大陆撕成十三块漂移区域,十四种文明与移动灾害在其上共存,远征是各阵营唯一的活路。\\\\n- - W02 场景所在地:十三块地形区域(R02–R14:巨体区、领地区、机械区、感染区、灾害区、观测区、生态区、链接区、编辑区、交换区、调度区、缴获区、根系区)随机拼接;接缝为交战高发区;F01 幸存者分布于其中。\\\\n- - W03 玩家身份与当前任务动机:玩家是远征阵营的指挥者;动机是选择阵营与本次远征目标,侦察邻区、救援盟友并争取资源与科技,在持续变化的战场规则下完成远征(面向玩家的远征目标叙事,评测流程不当作游戏故事)。\\\\n- - W04 失败代价与结局表达:按开局公开的目标迎来远征胜利或失败(CG05 双意象);面对不可攻击对象须采用规则允许的绕行、引导或目标路径,不能把消灭所有对象设为强制目标;结算必须显示原因与重开/返回入口。\\\\n- - W05 叙事来源:F01 人类协作=灾变幸存者协作组织;F02–F14=灾变演化出的十三种异构文明(巨体、领地能量、自适应机械、感染转化、移动灾害、远域观测、捕食生态、分布式蜂群、环境编辑、生命交换、规则调度、缴获拼装、扩张根系);区域=十三块漂移地块。全部原创,不使用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:写实风格化破碎大陆;主色=岩褐 #8A7A66、灾变紫 #4A4E6F、信号橙 #E4762C、机械青 #4A6F8C、生态绿 #7FBF6A;材质为风化钢、藤化岩、能量光带与飘尘;共同风格:低多边形/简化几何、RTS 缩放下清晰剪影;归属用底圈/小旗/UI 表示、伪装不通过底圈泄露(二十一节口径)。\\\\n- - W07 环境氛围与声音语言:大陆风与远处灾害闷响为底;音效语言为「资源入账+科技解锁+感染警报+灾害预警+规则预告+战役结算」,全部音效按 §23 FE06 冻结清单交付;混音优先级:灾害/规则预警 > 战斗与感染警报 > 资源/科技反馈 > 环境风。\\\\n- - W08 故事表达方式:开场视频(CG01)交代世界局势与远征目标 → 阵营部署视频(CG02)承载开局选择 → 区域解锁视频(CG03)承载扩张节拍 → 战役视频(CG04)承载对位交锋 → 结算视频(CG05)收束;叙事提示不阻断控制、不修改数值、不泄露隐藏状态。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 远征部署\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract CG02.\\\\nSource visual requirement: 所选阵营的基地在对应区域点亮,侦察单位与首批生产队列展开,开局目标横幅在画面上定格\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - CG02 远征部署(Event,5 秒,1280×720@24fps)\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 所选阵营的基地在对应区域点亮,侦察单位与首批生产队列展开,开局目标横幅在画面上定格\\\\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: 直接进入世界推进,播放期间不推进任何游戏计时\\\\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-2-5\"}",
|
| 29 |
+
"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792395567021-kug3aa9nj4k.mp4\"]}",
|
| 30 |
+
"failCode": null,
|
| 31 |
+
"failMsg": null,
|
| 32 |
+
"costTime": 212,
|
| 33 |
+
"completeTime": 1792395567781,
|
| 34 |
+
"createTime": 1792395354936,
|
| 35 |
+
"creditsConsumed": 315.0,
|
| 36 |
+
"operationType": "bytedance/seedance-2-5",
|
| 37 |
+
"response": {
|
| 38 |
+
"resultUrls": [
|
| 39 |
+
"https://tempfile.aiquickdraw.com/seedance/1792395567021-kug3aa9nj4k.mp4"
|
| 40 |
+
]
|
| 41 |
+
},
|
| 42 |
+
"successFlag": 1,
|
| 43 |
+
"paramJson": "{\"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: G025_broken_continent_rts\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:破碎大陆的十四面旗——一次大灾变把大陆撕成十三块漂移区域,十四种文明与移动灾害在其上共存,远征是各阵营唯一的活路。\\\\n- - W02 场景所在地:十三块地形区域(R02–R14:巨体区、领地区、机械区、感染区、灾害区、观测区、生态区、链接区、编辑区、交换区、调度区、缴获区、根系区)随机拼接;接缝为交战高发区;F01 幸存者分布于其中。\\\\n- - W03 玩家身份与当前任务动机:玩家是远征阵营的指挥者;动机是选择阵营与本次远征目标,侦察邻区、救援盟友并争取资源与科技,在持续变化的战场规则下完成远征(面向玩家的远征目标叙事,评测流程不当作游戏故事)。\\\\n- - W04 失败代价与结局表达:按开局公开的目标迎来远征胜利或失败(CG05 双意象);面对不可攻击对象须采用规则允许的绕行、引导或目标路径,不能把消灭所有对象设为强制目标;结算必须显示原因与重开/返回入口。\\\\n- - W05 叙事来源:F01 人类协作=灾变幸存者协作组织;F02–F14=灾变演化出的十三种异构文明(巨体、领地能量、自适应机械、感染转化、移动灾害、远域观测、捕食生态、分布式蜂群、环境编辑、生命交换、规则调度、缴获拼装、扩张根系);区域=十三块漂移地块。全部原创,不使用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:写实风格化破碎大陆;主色=岩褐 #8A7A66、灾变紫 #4A4E6F、信号橙 #E4762C、机械青 #4A6F8C、生态绿 #7FBF6A;材质为风化钢、藤化岩、能量光带与飘尘;共同风格:低多边形/简化几何、RTS 缩放下清晰剪影;归属用底圈/小旗/UI 表示、伪装不通过底圈泄露(二十一节口径)。\\\\n- - W07 环境氛围与声音语言:大陆风与远处灾害闷响为底;音效语言为「资源入账+科技解锁+感染警报+灾害预警+规则预告+战役结算」,全部音效按 §23 FE06 冻结清单交付;混音优先级:灾害/规则预警 > 战斗与感染警报 > 资源/科技反馈 > 环境风。\\\\n- - W08 故事表达方式:开场视频(CG01)交代世界局势与远征目标 → 阵营部署视频(CG02)承载开局选择 → 区域解锁视频(CG03)承载扩张节拍 → 战役视频(CG04)承载对位交锋 → 结算视频(CG05)收束;叙事提示不阻断控制、不修改数值、不泄露隐藏状态。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 远征部署\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract CG02.\\\\nSource visual requirement: 所选阵营的基地在对应区域点亮,侦察单位与首批生产队列展开,开局目标横幅在画面上定格\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - CG02 远征部署(Event,5 秒,1280×720@24fps)\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 所选阵营的基地在对应区域点亮,侦察单位与首批生产队列展开,开局目标横幅在画面上定格\\\\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: 直接进入世界推进,播放期间不推进任何游戏计时\\\\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-2-5\"}"
|
| 44 |
+
},
|
| 45 |
+
"result_url": "https://tempfile.aiquickdraw.com/seedance/1792395567021-kug3aa9nj4k.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G025_cg_002__seedance25.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G025_cg_002__seedance25.mp4",
|
| 48 |
+
"native_video_bytes": 6814696,
|
| 49 |
+
"video_bytes": 925224,
|
| 50 |
+
"credits_consumed": 315.0,
|
| 51 |
+
"finished_at": "2026-10-19T07:39:40.044522+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/G025_broken_continent_rts/assets/cg_video/G025_cg_002/video_seedance.mp4
ADDED
|
@@ -0,0 +1,3 @@
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| 1 |
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version https://git-lfs.github.com/spec/v1
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| 2 |
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oid sha256:444d6791df07a8e813920a22de4a641c158c145cece5475f1e401e72a2f1e895
|
| 3 |
+
size 925224
|
outputs/G025_broken_continent_rts/assets/cg_video/G025_cg_003/meta_seedance.json
ADDED
|
@@ -0,0 +1,54 @@
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|
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|
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|
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|
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|
| 1 |
+
{
|
| 2 |
+
"task_id_input": "G025_cg_003",
|
| 3 |
+
"game_id": "G025_broken_continent_rts",
|
| 4 |
+
"model": "bytedance/seedance-2-5",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
+
"prompt_sha256": "159e7c072329922bc27c9e6e40e908c48af71c993451074401981a8d2371d2f3",
|
| 7 |
+
"status": "success",
|
| 8 |
+
"request": {
|
| 9 |
+
"model": "bytedance/seedance-2-5",
|
| 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: G025_broken_continent_rts\nWorld and visual bible:\n- - W01 世界与时代背景:破碎大陆的十四面旗——一次大灾变把大陆撕成十三块漂移区域,十四种文明与移动灾害在其上共存,远征是各阵营唯一的活路。\n- - W02 场景所在地:十三块地形区域(R02–R14:巨体区、领地区、机械区、感染区、灾害区、观测区、生态区、链接区、编辑区、交换区、调度区、缴获区、根系区)随机拼接;接缝为交战高发区;F01 幸存者分布于其中。\n- - W03 玩家身份与当前任务动机:玩家是远征阵营的指挥者;动机是选择阵营与本次远征目标,侦察邻区、救援盟友并争取资源与科技,在持续变化的战场规则下完成远征(面向玩家的远征目标叙事,评测流程不当作游戏故事)。\n- - W04 失败代价与结局表达:按开局公开的目标迎来远征胜利或失败(CG05 双意象);面对不可攻击对象须采用规则允许的绕行、引导或目标路径,不能把消灭所有对象设为强制目标;结算必须显示原因与重开/返回入口。\n- - W05 叙事来源:F01 人类协作=灾变幸存者协作组织;F02–F14=灾变演化出的十三种异构文明(巨体、领地能量、自适应机械、感染转化、移动灾害、远域观测、捕食生态、分布式蜂群、环境编辑、生命交换、规则调度、缴获拼装、扩张根系);区域=十三块漂移地块。全部原创,不使用商业作品命名。\n- - W06 视觉风格与色彩材质:写实风格化破碎大陆;主色=岩褐 #8A7A66、灾变紫 #4A4E6F、信号橙 #E4762C、机械青 #4A6F8C、生态绿 #7FBF6A;材质为风化钢、藤化岩、能量光带与飘尘;共同风格:低多边形/简化几何、RTS 缩放下清晰剪影;归属用底圈/小旗/UI 表示、伪装不通过底圈泄露(二十一节口径)。\n- - W07 环境氛围与声音语言:大陆风与远处灾害闷响为底;音效语言为「资源入账+科技解锁+感染警报+灾害预警+规则预告+战役结算」,全部音效按 §23 FE06 冻结清单交付;混音优先级:灾害/规则预警 > 战斗与感染警报 > 资源/科技反馈 > 环境风。\n- - W08 故事表达方式:开场视频(CG01)交代世界局势与远征目标 → 阵营部署视频(CG02)承载开局选择 → 区域解锁视频(CG03)承载扩张节拍 → 战役视频(CG04)承载对位交锋 → 结算视频(CG05)收束;叙事提示不阻断控制、不修改数值、不泄露隐藏状态。\n\n[CINEMATIC ROLE]\nType: Event\nName: 区域解锁\nPurpose: create the Event cinematic and satisfy the referenced game contract CG03.\nSource visual requirement: 区域接缝的光带点亮,新区域的文明轮廓在迷雾中显形,解锁横幅标注区域名与解锁条件达成瞬间;不泄露未解锁区域信息\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - CG03 区域解锁(Event,5 秒,1280×720@24fps)\n\n[SHOT PLAN]\n0-2s: establish the scene and begin the required action from this description: 区域接缝的光带点亮,新区域的文明轮廓在迷雾中显形,解锁横幅标注区域名与解锁条件达成瞬间;不泄露未解锁区域信息\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(解锁状态保持),播放期间模拟时间冻结\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.",
|
| 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": 5
|
| 20 |
+
}
|
| 21 |
+
},
|
| 22 |
+
"started_at": "2026-10-19T07:39:40.638143+00:00",
|
| 23 |
+
"task_id": "2136126d135fe57b265d8da87a2550da",
|
| 24 |
+
"status_response": {
|
| 25 |
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"taskId": "2136126d135fe57b265d8da87a2550da",
|
| 26 |
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"model": "bytedance/seedance-2-5",
|
| 27 |
+
"state": "success",
|
| 28 |
+
"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: G025_broken_continent_rts\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:破碎大陆的十四面旗——一次大灾变把大陆撕成十三块漂移区域,十四种文明与移动灾害在其上共存,远征是各阵营唯一的活路。\\\\n- - W02 场景所在地:十三块地形区域(R02–R14:巨体区、领地区、机械区、感染区、灾害区、观测区、生态区、链接区、编辑区、交换区、调度区、缴获区、根系区)随机拼接;接缝为交战高发区;F01 幸存者分布于其中。\\\\n- - W03 玩家身份与当前任务动机:玩家是远征阵营的指挥者;动机是选择阵营与本次远征目标,侦察邻区、救援盟友并争取资源与科技,在持续变化的战场规则下完成远征(面向玩家的远征目标叙事,评测流程不当作游戏故事)。\\\\n- - W04 失败代价与结局表达:按开局公开的目标迎来远征胜利或失败(CG05 双意象);面对不可攻击对象须采用规则允许的绕行、引导或目标路径,不能把消灭所有对象设为强制目标;结算必须显示原因与重开/返回入口。\\\\n- - W05 叙事来源:F01 人类协作=灾变幸存者协作组织;F02–F14=灾变演化出的十三种异构文明(巨体、领地能量、自适应机械、感染转化、移动灾害、远域观测、捕食生态、分布式蜂群、环境编辑、生命交换、规则调度、缴获拼装、扩张根系);区域=十三块漂移地块。全部原创,不使用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:写实风格化破碎大陆;主色=岩褐 #8A7A66、灾变紫 #4A4E6F、信号橙 #E4762C、机械青 #4A6F8C、生态绿 #7FBF6A;材质为风化钢、藤化岩、能量光带与飘尘;共同风格:低多边形/简化几何、RTS 缩放下清晰剪影;归属用底圈/小旗/UI 表示、伪装不通过底圈泄露(二十一节口径)。\\\\n- - W07 环境氛围与声音语言:大陆风与远处灾害闷响为底;音效语言为「资源入账+科技解锁+感染警报+灾害预警+规则预告+战役结算」,全部音效按 §23 FE06 冻结清单交付;混音优先级:灾害/规则预警 > 战斗与感染警报 > 资源/科技反馈 > 环境风。\\\\n- - W08 故事表达方式:开场视频(CG01)交代世界局势与远征目标 → 阵营部署视频(CG02)承载开局选择 → 区域解锁视频(CG03)承载扩张节拍 → 战役视频(CG04)承载对位交锋 → 结算视频(CG05)收束;叙事提示不阻断控制、不修改数值、不泄露隐藏状态。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 区域解锁\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract CG03.\\\\nSource visual requirement: 区域接缝的光带点亮,新区域的文明轮廓在迷雾中显形,解锁横幅标注区域名与解锁条件达成瞬间;不泄露未解锁区域信息\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - CG03 区域解锁(Event,5 秒,1280×720@24fps)\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 区域接缝的光带点亮,新区域的文明轮廓在迷雾中显形,解锁横幅标注区域名与解锁条件达成瞬间;不泄露未解锁区域信息\\\\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(解锁状态保持),播放期间模拟时间冻结\\\\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.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2-5\"}",
|
| 29 |
+
"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792395885103-1y0n8gkylz9.mp4\"]}",
|
| 30 |
+
"failCode": null,
|
| 31 |
+
"failMsg": null,
|
| 32 |
+
"costTime": 303,
|
| 33 |
+
"completeTime": 1792395885881,
|
| 34 |
+
"createTime": 1792395581666,
|
| 35 |
+
"creditsConsumed": 315.0,
|
| 36 |
+
"operationType": "bytedance/seedance-2-5",
|
| 37 |
+
"response": {
|
| 38 |
+
"resultUrls": [
|
| 39 |
+
"https://tempfile.aiquickdraw.com/seedance/1792395885103-1y0n8gkylz9.mp4"
|
| 40 |
+
]
|
| 41 |
+
},
|
| 42 |
+
"successFlag": 1,
|
| 43 |
+
"paramJson": "{\"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: G025_broken_continent_rts\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:破碎大陆的十四面旗——一次大灾变把大陆撕成十三块漂移区域,十四种文明与移动灾害在其上共存,远征是各阵营唯一的活路。\\\\n- - W02 场景所在地:十三块地形区域(R02–R14:巨体区、领地区、机械区、感染区、灾害区、观测区、生态区、链接区、编辑区、交换区、调度区、缴获区、根系区)随机拼接;接缝为交战高发区;F01 幸存者分布于其中。\\\\n- - W03 玩家身份与当前任务动机:玩家是远征阵营的指挥者;动机是选择阵营与本次远征目标,侦察邻区、救援盟友并争取资源与科技,在持续变化的战场规则下完成远征(面向玩家的远征目标叙事,评测流程不当作游戏故事)。\\\\n- - W04 失败代价与结局表达:按开局公开的目标迎来远征胜利或失败(CG05 双意象);面对不可攻击对象须采用规则允许的绕行、引导或目标路径,不能把消灭所有对象设为强制目标;结算必须显示原因与重开/返回入口。\\\\n- - W05 叙事来源:F01 人类协作=灾变幸存者协作组织;F02–F14=灾变演化出的十三种异构文明(巨体、领地能量、自适应机械、感染转化、移动灾害、远域观测、捕食生态、分布式蜂群、环境编辑、生命交换、规则调度、缴获拼装、扩张根系);区域=十三块漂移地块。全部原创,不使用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:写实风格化破碎大陆;主色=岩褐 #8A7A66、灾变紫 #4A4E6F、信号橙 #E4762C、机械青 #4A6F8C、生态绿 #7FBF6A;材质为风化钢、藤化岩、能量光带与飘尘;共同风格:低多边形/简化几何、RTS 缩放下清晰剪影;归属用底圈/小旗/UI 表示、伪装不通过底圈泄露(二十一节口径)。\\\\n- - W07 环境氛围与声音语言:大陆风与远处灾害闷响为底;音效语言为「资源入账+科技解锁+感染警报+灾害预警+规则预告+战役结算」,全部音效按 §23 FE06 冻结清单交付;混音优先级:灾害/规则预警 > 战斗与感染警报 > 资源/科技反馈 > 环境风。\\\\n- - W08 故事表达方式:开场视频(CG01)交代世界局势与远征目标 → 阵营部署视频(CG02)承载开局选择 → 区域解锁视频(CG03)承载扩张节拍 → 战役视频(CG04)承载对位交锋 → 结算视频(CG05)收束;叙事提示不阻断控制、不修改数值、不泄露隐藏状态。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 区域解锁\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract CG03.\\\\nSource visual requirement: 区域接缝的光带点亮,新区域的文明轮廓在迷雾中显形,解锁横幅标注区域名与解锁条件达成瞬间;不泄露未解锁区域信息\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - CG03 区域解锁(Event,5 秒,1280×720@24fps)\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 区域接缝的光带点亮,新区域的文明轮廓在迷雾中显形,解锁横幅标注区域名与解锁条件达成瞬间;不泄露未解锁区域信息\\\\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(解锁状态保持),播放期间模拟时间冻结\\\\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.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2-5\"}"
|
| 44 |
+
},
|
| 45 |
+
"result_url": "https://tempfile.aiquickdraw.com/seedance/1792395885103-1y0n8gkylz9.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G025_cg_003__seedance25.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G025_cg_003__seedance25.mp4",
|
| 48 |
+
"native_video_bytes": 6483676,
|
| 49 |
+
"video_bytes": 800392,
|
| 50 |
+
"credits_consumed": 315.0,
|
| 51 |
+
"finished_at": "2026-10-19T07:45:09.017044+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/G025_broken_continent_rts/assets/cg_video/G025_cg_003/video_seedance.mp4
ADDED
|
@@ -0,0 +1,3 @@
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| 1 |
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version https://git-lfs.github.com/spec/v1
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| 2 |
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oid sha256:f2209b391eaf9a855557b6e856f082c97da3a137c222e3f4b5143cb6e1ab4c61
|
| 3 |
+
size 800392
|
outputs/G025_broken_continent_rts/assets/cg_video/G025_cg_004/meta_seedance.json
ADDED
|
@@ -0,0 +1,54 @@
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| 1 |
+
{
|
| 2 |
+
"task_id_input": "G025_cg_004",
|
| 3 |
+
"game_id": "G025_broken_continent_rts",
|
| 4 |
+
"model": "bytedance/seedance-2-5",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
+
"prompt_sha256": "c4b1b0a77256189593044d9c71e34773158aa57e26207c8eb94ae7efd7402845",
|
| 7 |
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"status": "success",
|
| 8 |
+
"request": {
|
| 9 |
+
"model": "bytedance/seedance-2-5",
|
| 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: G025_broken_continent_rts\nWorld and visual bible:\n- - W01 世界与时代背景:破碎大陆的十四面旗——一次大灾变把大陆撕成十三块漂移区域,十四种文明与移动灾害在其上共存,远征是各阵营唯一的活路。\n- - W02 场景所在地:十三块地形区域(R02–R14:巨体区、领地区、机械区、感染区、灾害区、观测区、生态区、链接区、编辑区、交换区、调度区、缴获区、根系区)随机拼接;接缝为交战高发区;F01 幸存者分布于其中。\n- - W03 玩家身份与当前任务动机:玩家是远征阵营的指挥者;动机是选择阵营与本次远征目标,侦察邻区、救援盟友并争取资源与科技,在持续变化的战场规则下完成远征(面向玩家的远征目标叙事,评测流程不当作游戏故事)。\n- - W04 失败代价与结局表达:按开局公开的目标迎来远征胜利或失败(CG05 双意象);面对不可攻击对象须采用规则允许的绕行、引导或目标路径,不能把消灭所有对象设为强制目标;结算必须显示原因与重开/返回入口。\n- - W05 叙事来源:F01 人类协作=灾变幸存者协作组织;F02–F14=灾变演化出的十三种异构文明(巨体、领地能量、自适应机械、感染转化、移动灾害、远域观测、捕食生态、分布式蜂群、环境编辑、生命交换、规则调度、缴获拼装、扩张根系);区域=十三块漂移地块。全部原创,不使用商业作品命名。\n- - W06 视觉风格与色彩材质:写实风格化破碎大陆;主色=岩褐 #8A7A66、灾变紫 #4A4E6F、信号橙 #E4762C、机械青 #4A6F8C、生态绿 #7FBF6A;材质为风化钢、藤化岩、能量光带与飘尘;共同风格:低多边形/简化几何、RTS 缩放下清晰剪影;归属用底圈/小旗/UI 表示、伪装不通过底圈泄露(二十一节口径)。\n- - W07 环境氛围与声音语言:大陆风与远处灾害闷响为底;音效语言为「资源入账+科技解锁+感染警报+灾害预警+规则预告+战役结算」,全部音效按 §23 FE06 冻结清单交付;混音优先级:灾害/规则预警 > 战斗与感染警报 > 资源/科技反馈 > 环境风。\n- - W08 故事表达方式:开场视频(CG01)交代世界局势与远征目标 → 阵营部署视频(CG02)承载开局选择 → 区域解锁视频(CG03)承载扩张节拍 → 战役视频(CG04)承载对位交锋 → 结算视频(CG05)收束;叙事提示不阻断控制、不修改数值、不泄露隐藏状态。\n\n[CINEMATIC ROLE]\nType: Combat\nName: 对位交锋\nPurpose: create the Combat cinematic and satisfy the referenced game contract CG04.\nSource visual requirement: 两支异构阵营的单位在区域接缝相遇,克制关系以色框与伤害数字呈现,灾害或全局规则在远景介入\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - CG04 对位交锋(Combat,5 秒,1280×720@24fps)\n\n[SHOT PLAN]\n0-2s: establish the scene and begin the required action from this description: 两支异构阵营的单位在区域接缝相遇,克制关系以色框与伤害数字呈现,灾害或全局规则在远景介入\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: 直接继续战斗(交战状态保持),播放期间模拟时间冻结\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.",
|
| 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": 5
|
| 20 |
+
}
|
| 21 |
+
},
|
| 22 |
+
"started_at": "2026-10-19T07:45:09.793165+00:00",
|
| 23 |
+
"task_id": "13c6b80a07cb65e5dcf168360866a2b9",
|
| 24 |
+
"status_response": {
|
| 25 |
+
"taskId": "13c6b80a07cb65e5dcf168360866a2b9",
|
| 26 |
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"model": "bytedance/seedance-2-5",
|
| 27 |
+
"state": "success",
|
| 28 |
+
"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: G025_broken_continent_rts\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:破碎大陆的十四面旗——一次大灾变把大陆撕成十三块漂移区域,十四种文明与移动灾害在其上共存,远征是各阵营唯一的活路。\\\\n- - W02 场景所在地:十三块地形区域(R02–R14:巨体区、领地区、机械区、感染区、灾害区、观测区、生态区、链接区、编辑区、交换区、调度区、缴获区、根系区)随机拼接;接缝为交战高发区;F01 幸存者分布于其中。\\\\n- - W03 玩家身份与当前任务动机:玩家是远征阵营的指挥者;动机是选择阵营与本次远征目标,侦察邻区、救援盟友并争取资源与科技,在持续变化的战场规则下完成远征(面向玩家的远征目标叙事,评测流程不当作游戏故事)。\\\\n- - W04 失败代价与结局表达:按开局公开的目标迎来远征胜利或失败(CG05 双意象);面对不可攻击对象须采用规则允许的绕行、引导或目标路径,不能把消灭所有对象设为强制目标;结算必须显示原因与重开/返回入口。\\\\n- - W05 叙事来源:F01 人类协作=灾变幸存者协作组织;F02–F14=灾变演化出的十三种异构文明(巨体、领地能量、自适应机械、感染转化、移动灾害、远域观测、捕食生态、分布式蜂群、环境编辑、生命交换、规则调度、缴获拼装、扩张根系);区域=十三块漂移地块。全部原创,不使用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:写实风格化破碎大陆;主色=岩褐 #8A7A66、灾变紫 #4A4E6F、信号橙 #E4762C、机械青 #4A6F8C、生态绿 #7FBF6A;材质为风化钢、藤化岩、能量光带与飘尘;共同风格:低多边形/简化几何、RTS 缩放下清晰剪影;归属用底圈/小旗/UI 表示、伪装不通过底圈泄露(二十一节口径)。\\\\n- - W07 环境氛围与声音语言:大陆风与远处灾害闷响为底;音效语言为「资源入账+科技解锁+感染警报+灾害预警+规则预告+战役结算」,全部音效按 §23 FE06 冻结清单交付;混音优先级:灾害/规则预警 > 战斗与感染警报 > 资源/科技反馈 > 环境风。\\\\n- - W08 故事表达方式:开场视频(CG01)交代世界局势与远征目标 → 阵营部署视频(CG02)承载开局选择 → 区域解锁视频(CG03)承载扩张节拍 → 战役视频(CG04)承载对位交锋 → 结算视频(CG05)收束;叙事提示不阻断控制、不修改数值、不泄露隐藏状态。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Combat\\\\nName: 对位交锋\\\\nPurpose: create the Combat cinematic and satisfy the referenced game contract CG04.\\\\nSource visual requirement: 两支异构阵营的单位在区域接缝相遇,克制关系以色框与伤害数字呈现,灾害或全局规则在远景介入\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - CG04 对位交锋(Combat,5 秒,1280×720@24fps)\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 两支异构阵营的单位在区域接缝相遇,克制关系以色框与伤害数字呈现,灾害或全局规则在远景介入\\\\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: 直接继续战斗(交战状态保持),播放期间模拟时间冻结\\\\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.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2-5\"}",
|
| 29 |
+
"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792396190985-lyyfknrwvob.mp4\"]}",
|
| 30 |
+
"failCode": null,
|
| 31 |
+
"failMsg": null,
|
| 32 |
+
"costTime": 279,
|
| 33 |
+
"completeTime": 1792396192087,
|
| 34 |
+
"createTime": 1792395912506,
|
| 35 |
+
"creditsConsumed": 315.0,
|
| 36 |
+
"operationType": "bytedance/seedance-2-5",
|
| 37 |
+
"response": {
|
| 38 |
+
"resultUrls": [
|
| 39 |
+
"https://tempfile.aiquickdraw.com/seedance/1792396190985-lyyfknrwvob.mp4"
|
| 40 |
+
]
|
| 41 |
+
},
|
| 42 |
+
"successFlag": 1,
|
| 43 |
+
"paramJson": "{\"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: G025_broken_continent_rts\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:破碎大陆的十四面旗——一次大灾变把大陆撕成十三块漂移区域,十四种文明与移动灾害在其上共存,远征是各阵营唯一的活路。\\\\n- - W02 场景所在地:十三块地形区域(R02–R14:巨体区、领地区、机械区、感染区、灾害区、观测区、生态区、链接区、编辑区、交换区、调度区、缴获区、根系区)随机拼接;接缝为交战高发区;F01 幸存者分布于其中。\\\\n- - W03 玩家身份与当前任务动机:玩家是远征阵营的指挥者;动机是选择阵营与本次远征目标,侦察邻区、救援盟友并争取资源与科技,在持续变化的战场规则下完成远征(面向玩家的远征目标叙事,评测流程不当作游戏故事)。\\\\n- - W04 失败代价与结局表达:按开局公开的目标迎来远征胜利或失败(CG05 双意象);面对不可攻击对象须采用规则允许的绕行、引导或目标路径,不能把消灭所有对象设为强制目标;结算必须显示原因与重开/返回入口。\\\\n- - W05 叙事来源:F01 人类协作=灾变幸存者协作组织;F02–F14=灾变演化出的十三种异构文明(巨体、领地能量、自适应机械、感染转化、移动灾害、远域观测、捕食生态、分布式蜂群、环境编辑、生命交换、规则调度、缴获拼装、扩张根系);区域=十三块漂移地块。全部原创,不使用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:写实风格化破碎大陆;主色=岩褐 #8A7A66、灾变紫 #4A4E6F、信号橙 #E4762C、机械青 #4A6F8C、生态绿 #7FBF6A;材质为风化钢、藤化岩、能量光带与飘尘;共同风格:低多边形/简化几何、RTS 缩放下清晰剪影;归属用底圈/小旗/UI 表示、伪装不通过底圈泄露(二十一节口径)。\\\\n- - W07 环境氛围与声音语言:大陆风与远处灾害闷响为底;音效语言为「资源入账+科技解锁+感染警报+灾害预警+规则预告+战役结算」,全部音效按 §23 FE06 冻结清单交付;混音优先级:灾害/规则预警 > 战斗与感染警报 > 资源/科技反馈 > 环境风。\\\\n- - W08 故事表达方式:开场视频(CG01)交代世界局势与远征目标 → 阵营部署视频(CG02)承载开局选择 → 区域解锁视频(CG03)承载扩张节拍 → 战役视频(CG04)承载对位交锋 → 结算视频(CG05)收束;叙事提示不阻断控制、不修改数值、不泄露隐藏状态。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Combat\\\\nName: 对位交锋\\\\nPurpose: create the Combat cinematic and satisfy the referenced game contract CG04.\\\\nSource visual requirement: 两支异构阵营的单位在区域接缝相遇,克制关系以色框与伤害数字呈现,灾害或全局规则在远景介入\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - CG04 对位交锋(Combat,5 秒,1280×720@24fps)\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 两支异构阵营的单位在区域接缝相遇,克制关系以色框与伤害数字呈现,灾害或全局规则在远景介入\\\\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: 直接继续战斗(交战状态保持),播放期间模拟时间冻结\\\\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.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2-5\"}"
|
| 44 |
+
},
|
| 45 |
+
"result_url": "https://tempfile.aiquickdraw.com/seedance/1792396190985-lyyfknrwvob.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G025_cg_004__seedance25.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G025_cg_004__seedance25.mp4",
|
| 48 |
+
"native_video_bytes": 6928130,
|
| 49 |
+
"video_bytes": 1177382,
|
| 50 |
+
"credits_consumed": 315.0,
|
| 51 |
+
"finished_at": "2026-10-19T07:50:11.274871+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/G025_broken_continent_rts/assets/cg_video/G025_cg_004/video_seedance.mp4
ADDED
|
@@ -0,0 +1,3 @@
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| 1 |
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version https://git-lfs.github.com/spec/v1
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| 2 |
+
oid sha256:6451eccfb0121b193afadbd681e91f040f5e663e51f4cf6c0e6828e5b04973d1
|
| 3 |
+
size 1177382
|
outputs/G025_broken_continent_rts/assets/cg_video/G025_cg_005/meta_seedance.json
ADDED
|
@@ -0,0 +1,54 @@
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|
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|
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|
| 1 |
+
{
|
| 2 |
+
"task_id_input": "G025_cg_005",
|
| 3 |
+
"game_id": "G025_broken_continent_rts",
|
| 4 |
+
"model": "bytedance/seedance-2-5",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
+
"prompt_sha256": "0029086f2c50c875975e7a0fb036949040aca8c03d0947b590b2b42a70eebd26",
|
| 7 |
+
"status": "success",
|
| 8 |
+
"request": {
|
| 9 |
+
"model": "bytedance/seedance-2-5",
|
| 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: G025_broken_continent_rts\nWorld and visual bible:\n- - W01 世界与时代背景:破碎大陆的十四面旗——一次大灾变把大陆撕成十三块漂移区域,十四种文明与移动灾害在其上共存,远征是各阵营唯一的活路。\n- - W02 场景所在地:十三块地形区域(R02–R14:巨体区、领地区、机械区、感染区、灾害区、观测区、生态区、链接区、编辑区、交换区、调度区、缴获区、根系区)随机拼接;接缝为交战高发区;F01 幸存者分布于其中。\n- - W03 玩家身份与当前任务动机:玩家是远征阵营的指挥者;动机是选择阵营与本次远征目标,侦察邻区、救援盟友并争取资源与科技,在持续变化的战场规则下完成远征(面向玩家的远征目标叙事,评测流程不当作游戏故事)。\n- - W04 失败代价与结局表达:按开局公开的目标迎来远征胜利或失败(CG05 双意象);面对不可攻击对象须采用规则允许的绕行、引导或目标路径,不能把消灭所有对象设为强制目标;结算必须显示原因与重开/返回入口。\n- - W05 叙事来源:F01 人类协作=灾变幸存者协作组织;F02–F14=灾变演化出的十三种异构文明(巨体、领地能量、自适应机械、感染转化、移动灾害、远域观测、捕食生态、分布式蜂群、环境编辑、生命交换、规则调度、缴获拼装、扩张根系);区域=十三块漂移地块。全部原创,不使用商业作品命名。\n- - W06 视觉风格与色彩材质:写实风格化破碎大陆;主色=岩褐 #8A7A66、灾变紫 #4A4E6F、信号橙 #E4762C、机械青 #4A6F8C、生态绿 #7FBF6A;材质为风化钢、藤化岩、能量光带与飘尘;共同风格:低多边形/简化几何、RTS 缩放下清晰剪影;归属用底圈/小旗/UI 表示、伪装不通过底圈泄露(二十一节口径)。\n- - W07 环境氛围与声音语言:大陆风与远处灾害闷响为底;音效语言为「资源入账+科技解锁+感染警报+灾害预警+规则预告+战役结算」,全部音效按 §23 FE06 冻结清单交付;混音优先级:灾害/规则预警 > 战斗与感染警报 > 资源/科技反馈 > 环境风。\n- - W08 故事表达方式:开场视频(CG01)交代世界局势与远征目标 → 阵营部署视频(CG02)承载开局选择 → 区域解锁视频(CG03)承载扩张节拍 → 战役视频(CG04)承载对位交锋 → 结算视频(CG05)收束;叙事提示不阻断控制、不修改数值、不泄露隐藏状态。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 远征终局\nPurpose: create the Ending cinematic and satisfy the referenced game contract CG05.\nSource visual requirement: 胜负双意象:胜利=远征目标达成光柱、所选阵营旗帜插上目标区域、大陆尘幕散开一角;失败=目标灰幕落下、基地灯火收拢、灾害体轮廓压近\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - CG05 远征终局(Ending,6 秒,1280×720@24fps,胜负共用双意象)\n\n[SHOT PLAN]\n0-3s: establish the scene and begin the required action from this description: 胜负双意象:胜利=远征目标达成光柱、所选阵营旗帜插上目标区域、大陆尘幕散开一角;失败=目标灰幕落下、基地灯火收拢、灾害体轮廓压近\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.",
|
| 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": "2026-10-19T07:50:12.069944+00:00",
|
| 23 |
+
"task_id": "ec6f9015316752827e8397e90859ea0e",
|
| 24 |
+
"status_response": {
|
| 25 |
+
"taskId": "ec6f9015316752827e8397e90859ea0e",
|
| 26 |
+
"model": "bytedance/seedance-2-5",
|
| 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: G025_broken_continent_rts\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:破碎大陆的十四面旗——一次大灾变把大陆撕成十三块漂移区域,十四种文明与移动灾害在其上共存,远征是各阵营唯一的活路。\\\\n- - W02 场景所在地:十三块地形区域(R02–R14:巨体区、领地区、机械区、感染区、灾害区、观测区、生态区、链接区、编辑区、交换区、调度区、缴获区、根系区)随机拼接;接缝为交战高发区;F01 幸存者分布于其中。\\\\n- - W03 玩家身份与当前任务动机:玩家是远征阵营的指挥者;动机是选择阵营与本次远征目标,侦察邻区、救援盟友并争取资源与科技,在持续变化的战场规则下完成远征(面向玩家的远征目标叙事,评测流程不当作游戏故事)。\\\\n- - W04 失败代价与结局表达:按开局公开的目标迎来远征胜利或失败(CG05 双意象);面对不可攻击对象须采用规则允许的绕行、引导或目标路径,不能把消灭所有对象设为强制目标;结算必须显示原因与重开/返回入口。\\\\n- - W05 叙事来源:F01 人类协作=灾变幸存者协作组织;F02–F14=灾变演化出的十三种异构文明(巨体、领地能量、自适应机械、感染转化、移动灾害、远域观测、捕食生态、分布式蜂群、环境编辑、生命交换、规则调度、缴获拼装、扩张根系);区域=十三块漂移地块。全部原创,不使用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:写实风格化破碎大陆;主色=岩褐 #8A7A66、灾变紫 #4A4E6F、信号橙 #E4762C、机械青 #4A6F8C、生态绿 #7FBF6A;材质为风化钢、藤化岩、能量光带与飘尘;共同风格:低多边形/简化几何、RTS 缩放下清晰剪影;归属用底圈/小旗/UI 表示、伪装不通过底圈泄露(二十一节口径)。\\\\n- - W07 环境氛围与声音语言:大陆风与远处灾害闷响为底;音效语言为「资源入账+科技解锁+感染警报+灾害预警+规则预告+战役结算」,全部音效按 §23 FE06 冻结清单交付;混音优先级:灾害/规则预警 > 战斗与感染警报 > 资源/科技反馈 > 环境风。\\\\n- - W08 故事表达方式:开场视频(CG01)交代世界局势与远征目标 → 阵营部署视频(CG02)承载开局选择 → 区域解锁视频(CG03)承载扩张节拍 → 战役视频(CG04)承载对位交锋 → 结算视频(CG05)收束;叙事提示不阻断控制、不修改数值、不泄露隐藏状态。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 远征终局\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract CG05.\\\\nSource visual requirement: 胜负双意象:胜利=远征目标达成光柱、所选阵营旗帜插上目标区域、大陆尘幕散开一角;失败=目标灰幕落下、基地灯火收拢、灾害体轮廓压近\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - CG05 远征终局(Ending,6 秒,1280×720@24fps,胜负共用双意象)\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: 胜负双意象:胜利=远征目标达成光柱、所选阵营旗帜插上目标区域、大陆尘幕散开一角;失败=目标灰幕落下、基地灯火收拢、灾害体轮廓压近\\\\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.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2-5\"}",
|
| 29 |
+
"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792396383613-yndz05z6oe.mp4\"]}",
|
| 30 |
+
"failCode": null,
|
| 31 |
+
"failMsg": null,
|
| 32 |
+
"costTime": 171,
|
| 33 |
+
"completeTime": 1792396384471,
|
| 34 |
+
"createTime": 1792396213151,
|
| 35 |
+
"creditsConsumed": 378.0,
|
| 36 |
+
"operationType": "bytedance/seedance-2-5",
|
| 37 |
+
"response": {
|
| 38 |
+
"resultUrls": [
|
| 39 |
+
"https://tempfile.aiquickdraw.com/seedance/1792396383613-yndz05z6oe.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: G025_broken_continent_rts\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:破碎大陆的十四面旗——一次大灾变把大陆撕成十三块漂移区域,十四种文明与移动灾害在其上共存,远征是各阵营唯一的活路。\\\\n- - W02 场景所在地:十三块地形区域(R02–R14:巨体区、领地区、机械区、感染区、灾害区、观测区、生态区、链接区、编辑区、交换区、调度区、缴获区、根系区)随机拼接;接缝为交战高发区;F01 幸存者分布于其中。\\\\n- - W03 玩家身份与当前任务动机:玩家是远征阵营的指挥者;动机是选择阵营与本次远征目标,侦察邻区、救援盟友并争取资源与科技,在持续变化的战场规则下完成远征(面向玩家的远征目标叙事,评测流程不当作游戏故事)。\\\\n- - W04 失败代价与结局表达:按开局公开的目标迎来远征胜利或失败(CG05 双意象);面对不可攻击对象须采用规则允许的绕行、引导或目标路径,不能把消灭所有对象设为强制目标;结算必须显示原因与重开/返回入口。\\\\n- - W05 叙事来源:F01 人类协作=灾变幸存者协作组织;F02–F14=灾变演化出的十三种异构文明(巨体、领地能量、自适应机械、感染转化、移动灾害、远域观测、捕食生态、分布式蜂群、环境编辑、生命交换、规则调度、缴获拼装、扩张根系);区域=十三块漂移地块。全部原创,不使用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:写实风格化破碎大陆;主色=岩褐 #8A7A66、灾变紫 #4A4E6F、信号橙 #E4762C、机械青 #4A6F8C、生态绿 #7FBF6A;材质为风化钢、藤化岩、能量光带与飘尘;共同风格:低多边形/简化几何、RTS 缩放下清晰剪影;归属用底圈/小旗/UI 表示、伪装不通过底圈泄露(二十一节口径)。\\\\n- - W07 环境氛围与声音语言:大陆风与远处灾害闷响为底;音效语言为「资源入账+科技解锁+感染警报+灾害预警+规则预告+战役结算」,全部音效按 §23 FE06 冻结清单交付;混音优先级:灾害/规则预警 > 战斗与感染警报 > 资源/科技反馈 > 环境风。\\\\n- - W08 故事表达方式:开场视频(CG01)交代世界局势与远征目标 → 阵营部署视频(CG02)承载开局选择 → 区域解锁视频(CG03)承载扩张节拍 → 战役视频(CG04)承载对位交锋 → 结算视频(CG05)收束;叙事提示不阻断控制、不修改数值、不泄露隐藏状态。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 远征终局\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract CG05.\\\\nSource visual requirement: 胜负双意象:胜利=远征目标达成光柱、所选阵营旗帜插上目标区域、大陆尘幕散开一角;失败=目标灰幕落下、基地灯火收拢、灾害体轮廓压近\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - CG05 远征终局(Ending,6 秒,1280×720@24fps,胜负共用双意象)\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: 胜负双意象:胜利=远征目标达成光柱、所选阵营旗帜插上目标区域、大陆尘幕散开一角;失败=目标灰幕落下、基地灯火收拢、灾害体轮廓压近\\\\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.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2-5\"}"
|
| 44 |
+
},
|
| 45 |
+
"result_url": "https://tempfile.aiquickdraw.com/seedance/1792396383613-yndz05z6oe.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G025_cg_005__seedance25.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G025_cg_005__seedance25.mp4",
|
| 48 |
+
"native_video_bytes": 7378670,
|
| 49 |
+
"video_bytes": 1066873,
|
| 50 |
+
"credits_consumed": 378.0,
|
| 51 |
+
"finished_at": "2026-10-19T07:53:16.214803+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/G025_broken_continent_rts/assets/cg_video/G025_cg_005/video_seedance.mp4
ADDED
|
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version https://git-lfs.github.com/spec/v1
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oid sha256:f3a9226ea0e9d7104d10a70afd0930d4d130629ecbcc4f1cc915cdece225d39b
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size 1066873
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