Upload H3 CG videos for G021_outpost_assault
Browse files- outputs/G021_outpost_assault/assets/cg_video/G021_cg_001/meta_seedance.json +54 -0
- outputs/G021_outpost_assault/assets/cg_video/G021_cg_001/video_seedance.mp4 +3 -0
- outputs/G021_outpost_assault/assets/cg_video/G021_cg_002/meta_seedance.json +54 -0
- outputs/G021_outpost_assault/assets/cg_video/G021_cg_002/video_seedance.mp4 +3 -0
- outputs/G021_outpost_assault/assets/cg_video/G021_cg_003/meta_seedance.json +54 -0
- outputs/G021_outpost_assault/assets/cg_video/G021_cg_003/video_seedance.mp4 +3 -0
outputs/G021_outpost_assault/assets/cg_video/G021_cg_001/meta_seedance.json
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{
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"task_id_input": "G021_cg_001",
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"game_id": "G021_outpost_assault",
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"model": "bytedance/seedance-2",
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"prompt_schema": "cg_video_prompt.v1",
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"prompt_sha256": "9494c38402dfccdc5de81a817308f468505d8584e4130c78e9e2b7210248259b",
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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: G021_outpost_assault\nWorld and visual bible:\n- - W01 世界与时代背景:荒漠海岸的前哨第二道命令——风沙纪元的海岸防线吃紧,前哨是大陆桥头的最后支点。\n- - W02 场景所在地:荒漠海岸两张俯视地图(己方前哨:主堡+建造位+陷阱位;敌方目标岛:核心、外围工事、两段防线、三处登陆点)。\n- - W03 玩家身份与当前任务动机:玩家是前哨指挥官;动机是在来袭波逼近下布置第一道防线、组织出征并摧毁敌方海岸核心,把战利品投入后续作战。\n- - W04 失败代价与结局表达:敌核心摧毁=胜利(C03 胜利意象);主堡被毁=局败(C03 局败意象);小队全灭/超时=撤回(C03 撤回意象,非终局);三种结果结算界面区分原因。\n- - W05 叙事来源:塔=前哨速射哨塔;陷阱=荒漠陷坑;三类兵种=沙枪手/岩甲车/破壁手(海岸戍卫编制);战利品=缴获军资;登陆点=东滩/南崖/西湾三处抢滩口。全部原创。\n- - W06 视觉风格与色彩材质:荒漠海岸军事风;主色=沙金 #D8B96A、岩褐 #8A7A66、军绿 #6E8F5A、警示橙 #E4762C、海雾蓝 #7FA3B8;材质为风化岩、帆布工事、金属塔架。\n- - W07 环境氛围与声音语言:海岸风沙为底;音效语言为「建造落位+塔击发+命中闪烁+战利品弹字+波次警报+升级脉冲」,全部音效按 §9 F06 冻结清单交付;混音优先级:波次/主堡警报 > 战斗命中 > 建造/升级 > 环境风沙。\n- - W08 故事表达方式:开场视频(C01)交代前哨与敌方核心目标 → 波次视频(C02)承载敌袭升级的过程叙事 → 结算视频(C03)三意象收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局。\n- - F01 视角与镜头:俯视相机支持缩放和边缘平移;战斗特效不改变地图可读性;核心受击 0.08 秒轻微震动(FEEL01);相机重置仅在明确切场/复位时。\n- - F04 环境常驻效果:沙尘飘移、海雾带、旗帜翻卷、工事呼吸灯。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 第二道命令\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: 荒漠海岸前哨全景:主堡旗帜在风沙中展开,镜头掠过空置的建造位与三处抢滩口,停在海峡对岸敌方核心的轮廓;无剪辑、无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 第二道命令(Opening,5 秒,1280×720@24fps)\n- - 触发时机:首次由标题进入布防态之前,每局一次\n- - 内容与角色场景:荒漠海岸前哨全景——主堡旗帜在风沙中展开,镜头掠过空置的建造位与三处抢滩口,停在海峡对岸敌方核心的轮廓\n- - 资产对应:主堡、塔架、敌方核心与游戏内模型/贴图同源设计\n- - 可跳过:Enter/Space 或跳过按钮 → 直接进入布防态;自然播完 → 进入布防态\n- - 状态一致:跳过与自然播完后初始状态 hash 相同;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: 荒漠海岸前哨全景:主堡旗帜在风沙中展开,镜头掠过空置的建造位与三处抢滩口,停在海峡对岸敌方核心的轮廓;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: 直接进入布防态,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": "2026-10-19T06:37:38.985610+00:00",
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"task_id": "9f0719fac21f453aaefd722c7a99efaf",
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"status_response": {
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"taskId": "9f0719fac21f453aaefd722c7a99efaf",
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"model": "bytedance/seedance-2",
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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: G021_outpost_assault\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:荒漠海岸的前哨第二道命令——风沙纪元的海岸防线吃紧,前哨是大陆桥头的最后支点。\\\\n- - W02 场景所在地:荒漠海岸两张俯视地图(己方前哨:主堡+建造位+陷阱位;敌方目标岛:核心、外围工事、两段防线、三处登陆点)。\\\\n- - W03 玩家身份与当前任务动机:玩家是前哨指挥官;动机是在来袭波逼近下布置第一道防线、组织出征并摧毁敌方海岸核心,把战利品投入后续作战。\\\\n- - W04 失败代价与结局表达:敌核心摧毁=胜利(C03 胜利意象);主堡被毁=局败(C03 局败意象);小队全灭/超时=撤回(C03 撤回意象,非终局);三种结果结算界面区分原因。\\\\n- - W05 叙事来源:塔=前哨速射哨塔;陷阱=荒漠陷坑;三类兵种=沙枪手/岩甲车/破壁手(海岸戍卫编制);战利品=缴获军资;登陆点=东滩/南崖/西湾三处抢滩口。全部原创。\\\\n- - W06 视觉风格与色彩材质:荒漠海岸军事风;主色=沙金 #D8B96A、岩褐 #8A7A66、军绿 #6E8F5A、警示橙 #E4762C、海雾蓝 #7FA3B8;材质为风化岩、帆布工事、金属塔架。\\\\n- - W07 环境氛围与声音语言:海岸风沙为底;音效语言为「建造落位+塔击发+命中闪烁+战利品弹字+波次警报+升级脉冲」,全部音效按 §9 F06 冻结清单交付;混音优先级:波次/主堡警报 > 战斗命中 > 建造/升级 > 环境风沙。\\\\n- - W08 故事表达方式:开场视频(C01)交代前哨与敌方核心目标 → 波次视频(C02)承载敌袭升级的过程叙事 → 结算视频(C03)三意象收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局。\\\\n- - F01 视角与镜头:俯视相机支持缩放和边缘平移;战斗特效不改变地图可读性;核心受击 0.08 秒轻微震动(FEEL01);相机重置仅在明确切场/复位时。\\\\n- - F04 环境常驻效果:沙尘飘移、海雾带、旗帜翻卷、工事呼吸灯。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 第二道命令\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 荒漠海岸前哨全景:主堡旗帜在风沙中展开,镜头掠过空置的建造位与三处抢滩口,停在海峡对岸敌方核心的轮廓;无剪辑、无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 第二道命令(Opening,5 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入布防态之前,每局一次\\\\n- - 内容与角色场景:荒漠海岸前哨全景——主堡旗帜在风沙中展开,镜头掠过空置的建造位与三处抢滩口,停在海峡对岸敌方核心的轮廓\\\\n- - 资产对应:主堡、塔架、敌方核心与游戏内模型/贴图同源设计\\\\n- - 可跳过:Enter/Space 或跳过按钮 → 直接进入布防态;自然播完 → 进入布防态\\\\n- - 状态一致:跳过与自然播完后初始状态 hash 相同;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: 荒漠海岸前哨全景:主堡旗帜在风沙中展开,镜头掠过空置的建造位与三处抢滩口,停在海峡对岸敌方核心的轮廓;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: 直接进入布防态,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\"}",
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"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792392132677-4pge3ipqg9u.mp4\"]}",
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"failCode": null,
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"failMsg": null,
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"costTime": 273,
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"completeTime": 1792392133410,
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"createTime": 1792391860069,
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"creditsConsumed": 205.0,
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"operationType": "bytedance/seedance-2",
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"response": {
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"resultUrls": [
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"https://tempfile.aiquickdraw.com/seedance/1792392132677-4pge3ipqg9u.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: G021_outpost_assault\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:荒漠海岸的前哨第二道命令——风沙纪元的海岸防线吃紧,前哨是大陆桥头的最后支点。\\\\n- - W02 场景所在地:荒漠海岸两张俯视地图(己方前哨:主堡+建造位+陷阱位;敌方目标岛:核心、外围工事、两段防线、三处登陆点)。\\\\n- - W03 玩家身份与当前任务动机:玩家是前哨指挥官;动机是在来袭波逼近下布置第一道防线、组织出征并摧毁敌方海岸核心,把战利品投入后续作战。\\\\n- - W04 失败代价与结局表达:敌核心摧毁=胜利(C03 胜利意象);主堡被毁=局败(C03 局败意象);小队全灭/超时=撤回(C03 撤回意象,非终局);三种结果结算界面区分原因。\\\\n- - W05 叙事来源:塔=前哨速射哨塔;陷阱=荒漠陷坑;三类兵种=沙枪手/岩甲车/破壁手(海岸戍卫编制);战利品=缴获军资;登陆点=东滩/南崖/西湾三处抢滩口。全部原创。\\\\n- - W06 视觉风格与色彩材质:荒漠海岸军事风;主色=沙金 #D8B96A、岩褐 #8A7A66、军绿 #6E8F5A、警示橙 #E4762C、海雾蓝 #7FA3B8;材质为风化岩、帆布工事、金属塔架。\\\\n- - W07 环境氛围与声音语言:海岸风沙为底;音效语言为「建造落位+塔击发+命中闪烁+战利品弹字+波次警报+升级脉冲」,全部音效按 §9 F06 冻结清单交付;混音优先级:波次/主堡警报 > 战斗命中 > 建造/升级 > 环境风沙。\\\\n- - W08 故事表达方式:开场视频(C01)交代前哨与敌方核心目标 → 波次视频(C02)承载敌袭升级的过程叙事 → 结算视频(C03)三意象收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局。\\\\n- - F01 视角与镜头:俯视相机支持缩放和边缘平移;战斗特效不改变地图可读性;核心受击 0.08 秒轻微震动(FEEL01);相机重置仅在明确切场/复位时。\\\\n- - F04 环境常驻效果:沙尘飘移、海雾带、旗帜翻卷、工事呼吸灯。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 第二道命令\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 荒漠海岸前哨全景:主堡旗帜在风沙中展开,镜头掠过空置的建造位与三处抢滩口,停在海峡对岸敌方核心的轮廓;无剪辑、无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 第二道命令(Opening,5 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入布防态之前,每局一次\\\\n- - 内容与角色场景:荒漠海岸前哨全景——主堡旗帜在风沙中展开,镜头掠过空置的建造位与三处抢滩口,停在海峡对岸敌方核心的轮廓\\\\n- - 资产对应:主堡、塔架、敌方核心与游戏内模型/贴图同源设计\\\\n- - 可跳过:Enter/Space 或跳过按钮 → 直接进入布防态;自然播完 → 进入布防态\\\\n- - 状态一致:跳过与自然播完后初始状态 hash 相同;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: 荒漠海岸前哨全景:主堡旗帜在风沙中展开,镜头掠过空置的建造位与三处抢滩口,停在海峡对岸敌方核心的轮廓;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: 直接进入布防态,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\"}"
|
| 44 |
+
},
|
| 45 |
+
"result_url": "https://tempfile.aiquickdraw.com/seedance/1792392132677-4pge3ipqg9u.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G021_cg_001__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G021_cg_001__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 3304348,
|
| 49 |
+
"video_bytes": 1396745,
|
| 50 |
+
"credits_consumed": 205.0,
|
| 51 |
+
"finished_at": "2026-10-19T06:42:24.630204+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/G021_outpost_assault/assets/cg_video/G021_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:b05fdfac5e2a30f0f14a74b4502d198dfba920a859c1aa1b50c4240463a5e6a8
|
| 3 |
+
size 1396745
|
outputs/G021_outpost_assault/assets/cg_video/G021_cg_002/meta_seedance.json
ADDED
|
@@ -0,0 +1,54 @@
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| 1 |
+
{
|
| 2 |
+
"task_id_input": "G021_cg_002",
|
| 3 |
+
"game_id": "G021_outpost_assault",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
+
"prompt_sha256": "911b8bea9c412d4a15c89e1383b994f5b641f07061c8d54e8ffe09ea8139da86",
|
| 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: G021_outpost_assault\nWorld and visual bible:\n- - W01 世界与时代背景:荒漠海岸的前哨第二道命令——风沙纪元的海岸防线吃紧,前哨是大陆桥头的最后支点。\n- - W02 场景所在地:荒漠海岸两张俯视地图(己方前哨:主堡+建造位+陷阱位;敌方目标岛:核心、外围工事、两段防线、三处登陆点)。\n- - W03 玩家身份与当前任务动机:玩家是前哨指挥官;动机是在来袭波逼近下布置第一道防线、组织出征并摧毁敌方海岸核心,把战利品投入后续作战。\n- - W04 失败代价与结局表达:敌核心摧毁=胜利(C03 胜利意象);主堡被毁=局败(C03 局败意象);小队全灭/超时=撤回(C03 撤回意象,非终局);三种结果结算界面区分原因。\n- - W05 叙事来源:塔=前哨速射哨塔;陷阱=荒漠陷坑;三类兵种=沙枪手/岩甲车/破壁手(海岸戍卫编制);战利品=缴获军资;登陆点=东滩/南崖/西湾三处抢滩口。全部原创。\n- - W06 视觉风格与色彩材质:荒漠海岸军事风;主色=沙金 #D8B96A、岩褐 #8A7A66、军绿 #6E8F5A、警示橙 #E4762C、海雾蓝 #7FA3B8;材质为风化岩、帆布工事、金属塔架。\n- - W07 环境氛围与声音语言:海岸风沙为底;音效语言为「建造落位+塔击发+命中闪烁+战利品弹字+波次警报+升级脉冲」,全部音效按 §9 F06 冻结清单交付;混音优先级:波次/主堡警报 > 战斗命中 > 建造/升级 > 环境风沙。\n- - W08 故事表达方式:开场视频(C01)交代前哨与敌方核心目标 → 波次视频(C02)承载敌袭升级的过程叙事 → 结算视频(C03)三意象收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局。\n- - F01 视角与镜头:俯视相机支持缩放和边缘平移;战斗特效不改变地图可读性;核心受击 0.08 秒轻微震动(FEEL01);相机重置仅在明确切场/复位时。\n- - F04 环境常驻效果:沙尘飘移、海雾带、旗帜翻卷、工事呼吸灯。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Event\nName: 敌影上滩\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\nSource visual requirement: 敌方登陆艇轮廓逼近海岸线,波次路径预览在地图上展开,主堡警报灯点亮——枪兵/装甲/破甲三色剪影沿预览路线推进\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 敌影上滩(Event,5 秒,1280×720@24fps)\n- - 触发时机:每次出征首次来袭波触发(出征模拟 t=30 秒)时,每次出征一次\n- - 内容与角色场景:敌方登陆艇轮廓逼近海岸线,波次路径预览在地图上展开,主堡警报灯点亮——枪兵/装甲/破甲三色剪影沿预览路线推进\n- - 资产对应:三类兵种、主堡与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接继续战斗(波次状态保持);自然播完 → 继续战斗\n- - 状态一致:播放期间战斗与计时冻结,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: 敌方登陆艇轮廓逼近海岸线,波次路径预览在地图上展开,主堡警报灯点亮——枪兵/装甲/破甲三色剪影沿预览路线推进\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(波次状态保持),播放期间战斗与计时冻结\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.",
|
| 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": "2026-10-19T06:42:26.244471+00:00",
|
| 23 |
+
"task_id": "59577695d4f27a78c33210b001c6f8f3",
|
| 24 |
+
"status_response": {
|
| 25 |
+
"taskId": "59577695d4f27a78c33210b001c6f8f3",
|
| 26 |
+
"model": "bytedance/seedance-2",
|
| 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: G021_outpost_assault\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:荒漠海岸的前哨第二道命令——风沙纪元的海岸防线吃紧,前哨是大陆桥头的最后支点。\\\\n- - W02 场景所在地:荒漠海岸两张俯视地图(己方前哨:主堡+建造位+陷阱位;敌方目标岛:核心、外围工事、两段防线、三处登陆点)。\\\\n- - W03 玩家身份与当前任务动机:玩家是前哨指挥官;动机是在来袭波逼近下布置第一道防线、组织出征并摧毁敌方海岸核心,把战利品投入后续作战。\\\\n- - W04 失败代价与结局表达:敌核心摧毁=胜利(C03 胜利意象);主堡被毁=局败(C03 局败意象);小队全灭/超时=撤回(C03 撤回意象,非终局);三种结果结算界面区分原因。\\\\n- - W05 叙事来源:塔=前哨速射哨塔;陷阱=荒漠陷坑;三类兵种=沙枪手/岩甲车/破壁手(海岸戍卫编制);战利品=缴获军资;登陆点=东滩/南崖/西湾三处抢滩口。全部原创。\\\\n- - W06 视觉风格与色彩材质:荒漠海岸军事风;主色=沙金 #D8B96A、岩褐 #8A7A66、军绿 #6E8F5A、警示橙 #E4762C、海雾蓝 #7FA3B8;材质为风化岩、帆布工事、金属塔架。\\\\n- - W07 环境氛围与声音语言:海岸风沙为底;音效语言为「建造落位+塔击发+命中闪烁+战利品弹字+波次警报+升级脉冲」,全部音效按 §9 F06 冻结清单交付;混音优先级:波次/主堡警报 > 战斗命中 > 建造/升级 > 环境风沙。\\\\n- - W08 故事表达方式:开场视频(C01)交代前哨与敌方核心目标 → 波次视频(C02)承载敌袭升级的过程叙事 → 结算视频(C03)三意象收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局。\\\\n- - F01 视角与镜头:俯视相机支持缩放和边缘平移;战斗特效不改变地图可读性;核心受击 0.08 秒轻微震动(FEEL01);相机重置仅在明确切场/复位时。\\\\n- - F04 环境常驻效果:沙尘飘移、海雾带、旗帜翻卷、工事呼吸灯。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 敌影上滩\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: 敌方登陆艇轮廓逼近海岸线,波次路径预览在地图上展开,主堡警报灯点亮——枪兵/装甲/破甲三色剪影沿预览路线推进\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 敌影上滩(Event,5 秒,1280×720@24fps)\\\\n- - 触发时机:每次出征首次来袭波触发(出征模拟 t=30 秒)时,每次出征一次\\\\n- - 内容与角色场景:敌方登陆艇轮廓逼近海岸线,波次路径预览在地图上展开,主堡警报灯点亮——枪兵/装甲/破甲三色剪影沿预览路线推进\\\\n- - 资产对应:三类兵种、主堡与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接继续战斗(波次状态保持);自然播完 → 继续战斗\\\\n- - 状态一致:播放期间战斗与计时冻结,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: 敌方登陆艇轮廓逼近海岸线,波次路径预览在地图上展开,主堡警报灯点亮——枪兵/装甲/破甲三色剪影沿预览路线推进\\\\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(波次状态保持),播放期间战斗与计时冻结\\\\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.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
|
| 29 |
+
"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792392441052-a3d7zoj538u.mp4\"]}",
|
| 30 |
+
"failCode": null,
|
| 31 |
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"failMsg": null,
|
| 32 |
+
"costTime": 294,
|
| 33 |
+
"completeTime": 1792392441729,
|
| 34 |
+
"createTime": 1792392147349,
|
| 35 |
+
"creditsConsumed": 205.0,
|
| 36 |
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"operationType": "bytedance/seedance-2",
|
| 37 |
+
"response": {
|
| 38 |
+
"resultUrls": [
|
| 39 |
+
"https://tempfile.aiquickdraw.com/seedance/1792392441052-a3d7zoj538u.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: G021_outpost_assault\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:荒漠海岸的前哨第二道命令——风沙纪元的海岸防线吃紧,前哨是大陆桥头的最后支点。\\\\n- - W02 场景所在地:荒漠海岸两张俯视地图(己方前哨:主堡+建造位+陷阱位;敌方目标岛:核心、外围工事、两段防线、三处登陆点)。\\\\n- - W03 玩家身份与当前任务动机:玩家是前哨指挥官;动机是在来袭波逼近下布置第一道防线、组织出征并摧毁敌方海岸核心,把战利品投入后续作战。\\\\n- - W04 失败代价与结局表达:敌核心摧毁=胜利(C03 胜利意象);主堡被毁=局败(C03 局败意象);小队全灭/超时=撤回(C03 撤回意象,非终局);三种结果结算界面区分原因。\\\\n- - W05 叙事来源:塔=前哨速射哨塔;陷阱=荒漠陷坑;三类兵种=沙枪手/岩甲车/破壁手(海岸戍卫编制);战利品=缴获军资;登陆点=东滩/南崖/西湾三处抢滩口。全部原创。\\\\n- - W06 视觉风格与色彩材质:荒漠海岸军事风;主色=沙金 #D8B96A、岩褐 #8A7A66、军绿 #6E8F5A、警示橙 #E4762C、海雾蓝 #7FA3B8;材质为风化岩、帆布工事、金属塔架。\\\\n- - W07 环境氛围与声音语言:海岸风沙为底;音效语言为「建造落位+塔击发+命中闪烁+战利品弹字+波次警报+升级脉冲」,全部音效按 §9 F06 冻结清单交付;混音优先级:波次/主堡警报 > 战斗命中 > 建造/升级 > 环境风沙。\\\\n- - W08 故事表达方式:开场视频(C01)交代前哨与敌方核心目标 → 波次视频(C02)承载敌袭升级的过程叙事 → 结算视频(C03)三意象收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局。\\\\n- - F01 视角与镜头:俯视相机支持缩放和边缘平移;战斗特效不改变地图可读性;核心受击 0.08 秒轻微震动(FEEL01);相机重置仅在明确切场/复位时。\\\\n- - F04 环境常驻效果:沙尘飘移、海雾带、旗帜翻卷、工事呼吸灯。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 敌影上滩\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: 敌方登陆艇轮廓逼近海岸线,波次路径预览在地图上展开,主堡警报灯点亮——枪兵/装甲/破甲三色剪影沿预览路线推进\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 敌影上滩(Event,5 秒,1280×720@24fps)\\\\n- - 触发时机:每次出征首次来袭波触发(出征模拟 t=30 秒)时,每次出征一次\\\\n- - 内容与角色场景:敌方登陆艇轮廓逼近海岸线,波次路径预览在地图上展开,主堡警报灯点亮——枪兵/装甲/破甲三色剪影沿预览路线推进\\\\n- - 资产对应:三类兵种、主堡与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接继续战斗(波次状态保持);自然播完 → 继续战斗\\\\n- - 状态一致:播放期间战斗与计时冻结,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: 敌方登陆艇轮廓逼近海岸线,波次路径预览在地图上展开,主堡警报灯点亮——枪兵/装甲/破甲三色剪影沿预览路线推进\\\\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(波次状态保持),播放期间战斗与计时冻结\\\\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.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}"
|
| 44 |
+
},
|
| 45 |
+
"result_url": "https://tempfile.aiquickdraw.com/seedance/1792392441052-a3d7zoj538u.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G021_cg_002__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G021_cg_002__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 2578520,
|
| 49 |
+
"video_bytes": 1295544,
|
| 50 |
+
"credits_consumed": 205.0,
|
| 51 |
+
"finished_at": "2026-10-19T06:47:30.913062+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/G021_outpost_assault/assets/cg_video/G021_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:d63728bb39cd321b974b0e52af3a045c280f1d95cb2a2eaafe9cc0032a736314
|
| 3 |
+
size 1295544
|
outputs/G021_outpost_assault/assets/cg_video/G021_cg_003/meta_seedance.json
ADDED
|
@@ -0,0 +1,54 @@
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|
| 1 |
+
{
|
| 2 |
+
"task_id_input": "G021_cg_003",
|
| 3 |
+
"game_id": "G021_outpost_assault",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
+
"prompt_sha256": "55f268867ac05b9f8b80d4c065efbea04a8500b55191c786e671d3d0afa9deba",
|
| 7 |
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"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: G021_outpost_assault\nWorld and visual bible:\n- - W01 世界与时代背景:荒漠海岸的前哨第二道命令——风沙纪元的海岸防线吃紧,前哨是大陆桥头的最后支点。\n- - W02 场景所在地:荒漠海岸两张俯视地图(己方前哨:主堡+建造位+陷阱位;敌方目标岛:核心、外围工事、两段防线、三处登陆点)。\n- - W03 玩家身份与当前任务动机:玩家是前哨指挥官;动机是在来袭波逼近下布置第一道防线、组织出征并摧毁敌方海岸核心,把战利品投入后续作战。\n- - W04 失败代价与结局表达:敌核心摧毁=胜利(C03 胜利意象);主堡被毁=局败(C03 局败意象);小队全灭/超时=撤回(C03 撤回意象,非终局);三种结果结算界面区分原因。\n- - W05 叙事来源:塔=前哨速射哨塔;陷阱=荒漠陷坑;三类兵种=沙枪手/岩甲车/破壁手(海岸戍卫编制);战利品=缴获军资;登陆点=东滩/南崖/西湾三处抢滩口。全部原创。\n- - W06 视觉风格与色彩材质:荒漠海岸军事风;主色=沙金 #D8B96A、岩褐 #8A7A66、军绿 #6E8F5A、警示橙 #E4762C、海雾蓝 #7FA3B8;材质为风化岩、帆布工事、金属塔架。\n- - W07 环境氛围与声音语言:海岸风沙为底;音效语言为「建造落位+塔击发+命中闪烁+战利品弹字+波次警报+升级脉冲」,全部音效按 §9 F06 冻结清单交付;混音优先级:波次/主堡警报 > 战斗命中 > 建造/升级 > 环境风沙。\n- - W08 故事表达方式:开场视频(C01)交代前哨与敌方核心目标 → 波次视频(C02)承载敌袭升级的过程叙事 → 结算视频(C03)三意象收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局。\n- - F01 视角与镜头:俯视相机支持缩放和边缘平移;战斗特效不改变地图可读性;核心受击 0.08 秒轻微震动(FEEL01);相机重置仅在明确切场/复位时。\n- - F04 环境常驻效果:沙尘飘移、海雾带、旗帜翻卷、工事呼吸灯。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 三种号角\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\nSource visual requirement: 三意象共用条目:胜利=敌方核心爆裂光柱、前哨旗帜插上残骸;局败=主堡坍塌沙尘、旗帜倒下;撤回=队伍旗帜收拢退回防线(简短非终局)\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 三种号角(Ending,6 秒,1280×720@24fps,三意象共用条目)\n- - 触发时机:V01/V02 成立或撤回中间结算面板出现之前(撤回播简短撤回意象、通关/局败播对应终局意象)\n- - 内容与角色场景:胜利意象=敌方核心爆裂光柱、前哨旗帜插上残骸;局败意象=主堡坍塌沙尘、旗帜倒下;撤回意象=队伍旗帜收拢退回防线(简短、非终局)\n- - 资产对应:主堡、核心、兵种与游戏内模型同源\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/V03 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: 三意象共用条目:胜利=敌方核心爆裂光柱、前哨旗帜插上残骸;局败=主堡坍塌沙尘、旗帜倒下;撤回=队伍旗帜收拢退回防线(简短非终局)\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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| 12 |
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"reference_image_urls": [],
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| 13 |
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"reference_video_urls": [],
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"reference_audio_urls": [],
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| 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": 6
|
| 20 |
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}
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| 21 |
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},
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| 22 |
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"started_at": "2026-10-19T06:47:32.101516+00:00",
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"status_response": {
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"taskId": "a143ea93c8ec6ee178d1de1b0521464c",
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| 26 |
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"model": "bytedance/seedance-2",
|
| 27 |
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"state": "success",
|
| 28 |
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"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: G021_outpost_assault\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:荒漠海岸的前哨第二道命令——风沙纪元的海岸防线吃紧,前哨是大陆桥头的最后支点。\\\\n- - W02 场景所在地:荒漠海岸两张俯视地图(己方前哨:主堡+建造位+陷阱位;敌方目标岛:核心、外围工事、两段防线、三处登陆点)。\\\\n- - W03 玩家身份与当前任务动机:玩家是前哨指挥官;动机是在来袭波逼近下布置第一道防线、组织出征并摧毁敌方海岸核心,把战利品投入后续作战。\\\\n- - W04 失败代价与结局表达:敌核心摧毁=胜利(C03 胜利意象);主堡被毁=局败(C03 局败意象);小队全灭/超时=撤回(C03 撤回意象,非终局);三种结果结算界面区分原因。\\\\n- - W05 叙事来源:塔=前哨速射哨塔;陷阱=荒漠陷坑;三类兵种=沙枪手/岩甲车/破壁手(海岸戍卫编制);战利品=缴获军资;登陆点=东滩/南崖/西湾三处抢滩口。全部原创。\\\\n- - W06 视觉风格与色彩材质:荒漠海岸军事风;主色=沙金 #D8B96A、岩褐 #8A7A66、军绿 #6E8F5A、警示橙 #E4762C、海雾蓝 #7FA3B8;材质为风化岩、帆布工事、金属塔架。\\\\n- - W07 环境氛围与声音语言:海岸风沙为底;音效语言为「建造落位+塔击发+命中闪烁+战利品弹字+波次警报+升级脉冲」,全部音效按 §9 F06 冻结清单交付;混音优先级:波次/主堡警报 > 战斗命中 > 建造/升级 > 环境风沙。\\\\n- - W08 故事表达方式:开场视频(C01)交代前哨与敌方核心目标 → 波次视频(C02)承载敌袭升级的过程叙事 → 结算视频(C03)三意象收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局。\\\\n- - F01 视角与镜头:俯视相机支持缩放和边缘平移;战斗特效不改变地图可读性;核心受击 0.08 秒轻微震动(FEEL01);相机重置仅在明确切场/复位时。\\\\n- - F04 环境常驻效果:沙尘飘移、海雾带、旗帜翻卷、工事呼吸灯。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 三种号角\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: 三意象共用条目:胜利=敌方核心爆裂光柱、前哨旗帜插上残骸;局败=主堡坍塌沙尘、旗帜倒下;撤回=队伍旗帜收拢退回防线(简短非终局)\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 三种号角(Ending,6 秒,1280×720@24fps,三意象共用条目)\\\\n- - 触发时机:V01/V02 成立或撤回中间结算面板出现之前(撤回播简短撤回意象、通关/局败播对应终局意象)\\\\n- - 内容与角色场景:胜利意象=敌方核心爆裂光柱、前哨旗帜插上残骸;局败意象=主堡坍塌沙尘、旗帜倒下;撤回意象=队伍旗帜收拢退回防线(简短、非终局)\\\\n- - 资产对应:主堡、核心、兵种与游戏内模型同源\\\\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/V03 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: 三意象共用条目:胜利=敌方核心爆裂光柱、前哨旗帜插上残骸;局败=主堡坍塌沙尘、旗帜倒下;撤回=队伍旗帜收拢退回防线(简短非终局)\\\\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\"}",
|
| 29 |
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"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792392651906-jelxb1yp4zo.mp4\"]}",
|
| 30 |
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|
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|
| 32 |
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|
| 33 |
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|
| 34 |
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|
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"creditsConsumed": 246.0,
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"operationType": "bytedance/seedance-2",
|
| 37 |
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"response": {
|
| 38 |
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"resultUrls": [
|
| 39 |
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"https://tempfile.aiquickdraw.com/seedance/1792392651906-jelxb1yp4zo.mp4"
|
| 40 |
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]
|
| 41 |
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},
|
| 42 |
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"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: G021_outpost_assault\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:荒漠海岸的前哨第二道命令——风沙纪元的海岸防线吃紧,前哨是大陆桥头的最后支点。\\\\n- - W02 场景所在地:荒漠海岸两张俯视地图(己方前哨:主堡+建造位+陷阱位;敌方目标岛:核心、外围工事、两段防线、三处登陆点)。\\\\n- - W03 玩家身份与当前任务动机:玩家是前哨指挥官;动机是在来袭波逼近下布置第一道防线、组织出征并摧毁敌方海岸核心,把战利品投入后续作战。\\\\n- - W04 失败代价与结局表达:敌核心摧毁=胜利(C03 胜利意象);主堡被毁=局败(C03 局败意象);小队全灭/超时=撤回(C03 撤回意象,非终局);三种结果结算界面区分原因。\\\\n- - W05 叙事来源:塔=前哨速射哨塔;陷阱=荒漠陷坑;三类兵种=沙枪手/岩甲车/破壁手(海岸戍卫编制);战利品=缴获军资;登陆点=东滩/南崖/西湾三处抢滩口。全部原创。\\\\n- - W06 视觉风格与色彩材质:荒漠海岸军事风;主色=沙金 #D8B96A、岩褐 #8A7A66、军绿 #6E8F5A、警示橙 #E4762C、海雾蓝 #7FA3B8;材质为风化岩、帆布工事、金属塔架。\\\\n- - W07 环境氛围与声音语言:海岸风沙为底;音效语言为「建造落位+塔击发+命中闪烁+战利品弹字+波次警报+升级脉冲」,全部音效按 §9 F06 冻结清单交付;混音优先级:波次/主堡警报 > 战斗命中 > 建造/升级 > 环境风沙。\\\\n- - W08 故事表达方式:开场视频(C01)交代前哨与敌方核心目标 → 波次视频(C02)承载敌袭升级的过程叙事 → 结算视频(C03)三意象收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局。\\\\n- - F01 视角与镜头:俯视相机支持缩放和边缘平移;战斗特效不改变地图可读性;核心受击 0.08 秒轻微震动(FEEL01);相机重置仅在明确切场/复位时。\\\\n- - F04 环境常驻效果:沙尘飘移、海雾带、旗帜翻卷、工事呼吸灯。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 三种号角\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: 三意象共用条目:胜利=敌方核心爆裂光柱、前哨旗帜插上残骸;局败=主堡坍塌沙尘、旗帜倒下;撤回=队伍旗帜收拢退回防线(简短非终局)\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 三种号角(Ending,6 秒,1280×720@24fps,三意象共用条目)\\\\n- - 触发时机:V01/V02 成立或撤回中间结算面板出现之前(撤回播简短撤回意象、通关/局败播对应终局意象)\\\\n- - 内容与角色场景:胜利意象=敌方核心爆裂光柱、前哨旗帜插上残骸;局败意象=主堡坍塌沙尘、旗帜倒下;撤回意象=队伍旗帜收拢退回防线(简短、非终局)\\\\n- - 资产对应:主堡、核心、兵种与游戏内模型同源\\\\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/V03 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: 三意象共用条目:胜利=敌方核心爆裂光柱、前哨旗帜插上残骸;局败=主堡坍塌沙尘、旗帜倒下;撤回=队伍旗帜收拢退回防线(简短非终局)\\\\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\"}"
|
| 44 |
+
},
|
| 45 |
+
"result_url": "https://tempfile.aiquickdraw.com/seedance/1792392651906-jelxb1yp4zo.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G021_cg_003__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G021_cg_003__seedance20.mp4",
|
| 48 |
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"native_video_bytes": 3772305,
|
| 49 |
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"video_bytes": 1828714,
|
| 50 |
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"credits_consumed": 246.0,
|
| 51 |
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"finished_at": "2026-10-19T06:51:07.894426+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 |
+
}
|
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