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Upload H3 CG videos for G038_twin_truck_rescue

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outputs/G038_twin_truck_rescue/assets/cg_video/G038_cg_001/meta_seedance.json ADDED
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+ {
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+ "task_id_input": "G038_cg_001",
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+ "game_id": "G038_twin_truck_rescue",
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+ "model": "bytedance/seedance-2",
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+ "prompt_schema": "cg_video_prompt.v1",
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+ "status": "success",
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+ "request": {
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+ "model": "bytedance/seedance-2",
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+ "input": {
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+ "prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G038_twin_truck_rescue\nWorld and visual bible:\n- - W01 世界与时代背景:「云岭道」救援联盟的后勤时代——山洪与落石常年在云岭古道上制造事故,双车救援小队(牵引+清障)是山区物资生命线的最后保障。\n- - W02 场景所在地:云岭古道一段——装货点在山脚营地,交付站越过垭口;稳路沿河谷绕行 1200 米,险路穿峡谷抄近 800 米、3 处落石区横在窄弯之间;每 200 米设路段检查点。\n- - W03 玩家身份与当前任务动机:两名玩家分别是 A 牵引车驾驶员(绞盘手)与 B 清障车驾驶员(转运手)——一辆载着 8 件救援物资的货车在古道上抛锚被困,须在 600 秒内把它拖到交付站,且至少 6 件物资完好。\n- - W04 失败代价与结局表达:超时或合格不足=「物资滞留」——山谷夜幕降临、营地灯暗(C03 失败意象);救援成功=交付站灯亮、物资入库(C03 胜利意象)。\n- - W05 叙事来源:A 车=橙白涂装的绞盘牵引卡车;B 车=带货斗与凿岩工具架的清障卡车;被困物资车=抛锚的山区补给货车;落石区=峡谷风化岩壁的塌方段。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:山地工程救援风;主色=岩褐 #7A6A5A、救援橙 #E4762C、山谷青 #5E8C6A、钢灰 #4A4F55;材质为风化岩、防滚架钢材、帆布货罩与湿碎石。\n- - W07 环境氛围与声音语言:山风与碎石滚落为底;音效语言=双引擎、绞盘、绳索、落石、碰撞、通信提示、交付(F06 冻结清单);混音优先级:通信/警报 > 落石/断绳 > 碰撞 > 引擎 > 山风环境。\n- - W08 故事表达方式:C01 开场交代被困与双车分工 → 过程中绳索张力与落石警示承载协作紧张感 → C03 结算双意象收束;叙事只做包装不改数值。\n- - F01 视角与镜头:双端各自第三人称追车镜头,跟随距离 7 米、高度 2.8 米、FOV 62°;A 端拖拽时镜头外拉至 9 米以纳入目标车;C 键复位镜头;镜头不入岩体;1920×1080 下 HUD 不遮挡前路,1280×720 保持可读(I06)。\n- - F04 环境常驻效果:山风尘雾、远山云层、碎石坡细屑滚落、检查点标旗翻卷;均为纯表现层。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 救援出发\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: 山脚营地晨雾、被困物资车闪着双闪停在峡谷、A 牵引车绞盘就位、B 清障车驶向落石区,镜头自垭口俯冲到双车汇合,无 UI、无文字、无剪辑\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 救援出发(Opening,7 秒,1280×720@24fps)\n- - 触发时机:双端齐备、同步开局倒计时之前,每局一次(双端同帧播放)\n- - 内容与角色场景:山脚营地晨雾、被困物资车闪着双闪停在峡谷、A 牵引车绞盘就位、B 清障车驶向落石区,镜头自垭口俯冲到双车汇合\n- - 资产对应:双卡车、被困车、落石堆与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入倒计时;自然播完 → 进入倒计时\n- - 状态一致:跳过与自然播完后初始状态一致;播放期间不推进任何游戏计时\n\n[SHOT PLAN]\n0-3s: establish the scene and begin the required action from this description: 山脚营地晨雾、被困物资车闪着双闪停在峡谷、A 牵引车绞盘就位、B 清障车驶向落石区,镜头自垭口俯冲到双车汇合,无 UI、无文字、无剪辑\n3-7s: 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: 直接进入倒计时\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: 7 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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+ "paramJson": "{\"input\":\"{\\\"duration\\\":7,\\\"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: G038_twin_truck_rescue\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:「云岭道」救援联盟的后勤时代——山洪与落石常年在云岭古道上制造事故,双车救援小队(牵引+清障)是山区物资生命线的最后保障。\\\\n- - W02 场景所在地:云岭古道一段——装货点在山脚营地,交付站越过垭口;稳路沿河谷绕行 1200 米,险路穿峡谷抄近 800 米、3 处落石区横在窄弯之间;每 200 米设路段检查点。\\\\n- - W03 玩家身份与当前任务动机:两名玩家分别是 A 牵引车驾驶员(绞盘手)与 B 清障车驾驶员(转运手)——一辆载着 8 件救援物资的货车在古道上抛锚被困,须在 600 秒内把它拖到交付站,且至少 6 件物资完好。\\\\n- - W04 失败代价与结局表达:超时或合格不足=「物资滞留」——山谷夜幕降临、营地灯暗(C03 失败意象);救援成功=交付站灯亮、物资入库(C03 胜利意象)。\\\\n- - W05 叙事来源:A 车=橙白涂装的绞盘牵引卡车;B 车=带货斗与凿岩工具架的清障卡车;被困物资车=抛锚的山区补给货车;落石区=峡谷风化岩壁的塌方段。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:山地工程救援风;主色=岩褐 #7A6A5A、救援橙 #E4762C、山谷青 #5E8C6A、钢灰 #4A4F55;材质为风化岩、防滚架钢材、帆布货罩与湿碎石。\\\\n- - W07 环境氛围与声音语言:山风与碎石滚落为底;音效语言=双引擎、绞盘、绳索、落石、碰撞、通信提示、交付(F06 冻结清单);混音优先级:通信/警报 > 落石/断绳 > 碰撞 > 引擎 > 山风环境。\\\\n- - W08 故事表达方式:C01 开场交代被困与双车分工 → 过程中绳索张力与落石警示承载协作紧张感 → C03 结算双意象收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:双端各自第三人称追车镜头,跟随距离 7 米、高度 2.8 米、FOV 62°;A 端拖拽时镜头外拉至 9 米以纳入目标车;C 键复位镜头;镜头不入岩体;1920×1080 下 HUD 不遮挡前路,1280×720 保持可读(I06)。\\\\n- - F04 环境常驻效果:山风尘雾、远山云层、碎石坡细屑滚落、检查点标旗翻卷;均为纯表现层。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 救援出发\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 山脚营地晨雾、被困物资车闪着双闪停在峡谷、A 牵引车绞盘就位、B 清障车驶向落石区,镜头自垭口俯冲到双车汇合,无 UI、无文字、无剪辑\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 救援出发(Opening,7 秒,1280×720@24fps)\\\\n- - 触发时机:双端齐备、同步开局倒计时之前,每局一次(双端同帧播放)\\\\n- - 内容与角色场景:山脚营地晨雾、被困物资车闪着双闪停在峡谷、A 牵引车绞盘就位、B 清障车驶向落石区,镜头自垭口俯冲到双车汇合\\\\n- - 资产对应:双卡车、被困车、落石堆与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入倒计时;自然播完 → 进入倒计时\\\\n- - 状态一致:跳过与自然播完后初始状态一致;播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: 山脚营地晨雾、被困物资车闪着双闪停在峡谷、A 牵引车绞盘就位、B 清障车驶向落石区��镜头自垭口俯冲到双车汇合,无 UI、无文字、无剪辑\\\\n3-7s: 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: 直接进入倒计时\\\\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: 7 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}"
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+ "prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G038_twin_truck_rescue\nWorld and visual bible:\n- - W01 世界与时代背景:「云岭道」救援联盟的后勤时代——山洪与落石常年在云岭古道上制造事故,双车救援小队(牵引+清障)是山区物资生命线的最后保障。\n- - W02 场景所在地:云岭古道一段——装货点在山脚营地,交付站越过垭口;稳路沿河谷绕行 1200 米,险路穿峡谷抄近 800 米、3 处落石区横在窄弯之间;每 200 米设路段检查点。\n- - W03 玩家身份与当前任务动机:两名玩家分别是 A 牵引车驾驶员(绞盘手)与 B 清障车驾驶员(转运手)——一辆载着 8 件救援物资的货车在古道上抛锚被困,须在 600 秒内把它拖到交付站,且至少 6 件物资完好。\n- - W04 失败代价与结局表达:超时或合格不足=「物资滞留」——山谷夜幕降临、营地灯暗(C03 失败意象);救援成功=交付站灯亮、物资入库(C03 胜利意象)。\n- - W05 叙事来源:A 车=橙白涂装的绞盘牵引卡车;B 车=带货斗与凿岩工具架的清障卡车;被困物资车=抛锚的山区补给货车;落石区=峡谷风化岩壁的塌方段。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:山地工程救援风;主色=岩褐 #7A6A5A、救援橙 #E4762C、山谷青 #5E8C6A、钢灰 #4A4F55;材质为风化岩、防滚架钢材、帆布货罩与湿碎石。\n- - W07 环境氛围与声音语言:山风与碎石滚落为底;音效语言=双引擎、绞盘、绳索、落石、碰撞、通信提示、交付(F06 冻结清单);混音优先级:通信/警报 > 落石/断绳 > 碰撞 > 引擎 > 山风环境。\n- - W08 故事表达方式:C01 开场交代被困与双车分工 → 过程中绳索张力与落石警示承载协作紧张感 → C03 结算双意象收束;叙事只做包装不改数值。\n- - F01 视角与镜头:双端各自第三人称追车镜头,跟随距离 7 米、高度 2.8 米、FOV 62°;A 端拖拽时镜头外拉至 9 米以纳入目标车;C 键复位镜头;镜头不入岩体;1920×1080 下 HUD 不遮挡前路,1280×720 保持可读(I06)。\n- - F04 环境常驻效果:山风尘雾、远山云层、碎石坡细屑滚落、检查点标旗翻卷;均为纯表现层。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 救援结果\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\nSource visual requirement: 双意象共用条目:胜利=交付站灯亮、物资箱入库、双车鸣笛;失败=山谷夜幕、营地灯暗、物资箱滞留原地;无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 救援结果(Ending,7 秒,1280×720@24fps,双意象共用条目)\n- - 触发时机:V01/V02 成立、结算面板出现之前,每局一次(掉线安全结束不播胜利意象)\n- - 内容与角色场景:胜利意象=交付站灯亮、物资箱入库、双车鸣笛;失败意象=山谷夜幕、营地灯暗、物资箱滞留原地\n- - 资产对应:物资箱、交付站、双卡车与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入对应结算面板;自然播完 → 进入对应结算面板\n- - 状态一致:仅在真实 V01/V02 后触发;播放期间不推进任何游戏计时\n\n[SHOT PLAN]\n0-3s: establish the scene and begin the required action from this description: 双意象共用条目:胜利=交付站灯亮、物资箱入库、双车鸣笛;失败=山谷夜幕、营地灯暗、物资箱滞留原地;无 UI、无文字\n3-7s: 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: 7 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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+ "finished_at": "2026-10-19T11:12:28.695080+00:00",
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+ "uploaded_artifact": "video_seedance.mp4",
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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+ }
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