Upload H3 CG videos for G057_rhythm_machine_hall
#103
by xiaotianqi05 - opened
- outputs/G057_rhythm_machine_hall/assets/cg_video/G057_cg_001/meta.json +49 -0
- outputs/G057_rhythm_machine_hall/assets/cg_video/G057_cg_001/video.mp4 +3 -0
- outputs/G057_rhythm_machine_hall/assets/cg_video/G057_cg_002/meta.json +49 -0
- outputs/G057_rhythm_machine_hall/assets/cg_video/G057_cg_002/video.mp4 +3 -0
- outputs/G057_rhythm_machine_hall/assets/cg_video/G057_cg_003/meta.json +49 -0
- outputs/G057_rhythm_machine_hall/assets/cg_video/G057_cg_003/video.mp4 +3 -0
outputs/G057_rhythm_machine_hall/assets/cg_video/G057_cg_001/meta.json
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{
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"task_id_input": "G057_cg_001",
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"game_id": "G057_rhythm_machine_hall",
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"model": "minimax-h3/text-to-video",
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"prompt_schema": "cg_video_prompt.v1",
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"prompt_sha256": "bca9b8654bc1833052537f9b45fd0cf1c3124b5e3f1e0d763b87b5cccc786132",
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"status": "success",
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"request": {
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"model": "minimax-h3/text-to-video",
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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, watermarks, or references to existing IP. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G057_rhythm_machine_hall\nWorld and visual bible:\n- - W01 世界与时代背景:发条与蒸汽驱动的架空时代,「谐律厅」是城市的心脏——巨型机械音乐厅每晚以合奏钟声为全城报时。\n- - W02 场景所在地:谐律厅的独奏台——四条黄铜音轨沿齿轮墙垂落,判定线是一排待击音簧。\n- - W03 玩家身份与当前任务:玩家是调律师学徒「聆」;当前任务:在钟枢校准夜完成独奏,让报时大合奏如期奏响。\n- - W04 失败代价与结局表达:血条归零=校准中断需重来(判负界面文案);完成则 C03 呈现大合奏钟声齐鸣、全城灯火应和的场面。\n- - W05 叙事来源:四轨道=钟枢的四根音簧;双押=和音;终曲段=校准夜的收束乐章;节拍灯=音乐厅的呼吸。全部原创。\n- - W06 视觉风格与色彩材质:黄铜与暗木的机械美感;主色=黄铜金(#B08D4F 系)+暗胡桃(#4A3A2C 系)+判定青光(#57C9B8 系);材质以黄铜、蒸汽管、磨砂玻璃为主。\n- - W07 环境氛围与声音语言:齿轮低鸣的音乐厅——常驻机械运转声;音效语言为「节拍灯咔哒+音符爆裂+断连闷响+终曲钟声」,全部音效按 §9 F06 冻结清单交付。\n- - W08 故事表达方式:开场视频(C01)交代校准夜 → 终曲段视频(C02)作为高潮节点 → 结算视频(C03)收束报时;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:固定正面舞台视角(演奏 UI 全屏),无跟随;判定线轻微随低频节奏起伏(幅度 ≤4 像素,不改变判定位置);镜头边界=演奏 UI 外框。\n- - F04 环境常驻效果:齿轮墙缓慢转动、蒸汽微雾、节拍灯随节拍明暗;不遮挡轨道与判定线。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 开场演出\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: A grand mechanical music hall glows at night, an apprentice tuner mounts the stage as four brass note tracks light up and the gear wall turns, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 开场演出(Opening,10 秒,1280×720@24fps)\n- - 触发时机:首次由开始界面进入演奏之前,每局一次\n- - 内容与角色场景:夜幕中的谐律厅灯火通明,调律师学徒「聆」登上独奏台,四条黄铜音轨次第亮起,齿轮墙开始转动\n- - 资产对应:谐律厅、独奏台、音轨与游戏内场景同源设计\n- - 可跳过:Esc/Enter 跳过 → 直接进入演奏(谱面从 0 秒起算);自然播完 → 同\n- - 状态一致:播放期间不推进谱面与计时;进入状态=热身段起点\n\n[SHOT PLAN]\n0-5s: establish the scene and begin the required action from this description: A grand mechanical music hall glows at night, an apprentice tuner mounts the stage as four brass note tracks light up and the gear wall turns, cinematic, original design, no text\n5-10s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: declared_playable_entry_state\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, modern brand, or existing IP. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 10 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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"aspect_ratio": "16:9",
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"duration": 10,
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"resolution": "768P"
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}
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},
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"started_at": "2026-10-17T15:26:34.483006+00:00",
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"task_id": "20123f7082e9a0eeab5ff945cee60d77",
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"status_response": {
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"taskId": "20123f7082e9a0eeab5ff945cee60d77",
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"model": "minimax-h3/text-to-video",
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"state": "success",
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"param": "{\"input\":\"{\\\"duration\\\":10,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, watermarks, or references to existing IP. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G057_rhythm_machine_hall\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:发条与蒸汽驱动的架空时代,「谐律厅」是城市的心脏——巨型机械音乐厅每晚以合奏钟声为全城报时。\\\\n- - W02 场景所在地:谐律厅的独奏台——四条黄铜音轨沿齿轮墙垂落,判定线是一排待击音簧。\\\\n- - W03 玩家身份与当前任务:玩家是调律师学徒「聆」;当前任务:在钟枢校准夜完成独奏,让报时大合奏如期奏响。\\\\n- - W04 失败代价与结局表达:血条归零=校准中断需重来(判负界面文案);完成则 C03 呈现大合奏钟声齐鸣、全城灯火应和的场面。\\\\n- - W05 叙事来源:四轨道=钟枢的四根音簧;双押=和音;终曲段=校准夜的收束乐章;节拍灯=音乐厅的呼吸。全部原创。\\\\n- - W06 视觉风格与色彩材质:黄铜与暗木的机械美感;主色=黄铜金(#B08D4F 系)+暗胡桃(#4A3A2C 系)+判定青光(#57C9B8 系);材质以黄铜、蒸汽管、磨砂玻璃为主。\\\\n- - W07 环境氛围与声音语言:齿轮低鸣的音乐厅——常驻机械运转声;音效语言为「节拍灯咔哒+音符爆裂+断连闷响+终曲钟声」,全部音效按 §9 F06 冻结清单交付。\\\\n- - W08 故事表达方式:开场视频(C01)交代校准夜 → 终曲段视频(C02)作为高潮节点 → 结算视频(C03)收束报时;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定正面舞台视角(演奏 UI 全屏),无跟随;判定线轻微随低频节奏起伏(幅度 ≤4 像素,不改变判定位置);镜头边界=演奏 UI 外框。\\\\n- - F04 环境常驻效果:齿轮墙缓慢转动、蒸汽微雾、节拍灯随节拍明暗;不遮挡轨道与判定线。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 开场演出\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: A grand mechanical music hall glows at night, an apprentice tuner mounts the stage as four brass note tracks light up and the gear wall turns, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 开场演出(Opening,10 秒,1280×720@24fps)\\\\n- - 触发时机:首次由开始界面进入演奏之前,每局一次\\\\n- - 内容与角色场景:夜幕中的谐律厅灯火通明,调律师学徒「聆」登上独奏台,四条黄铜音轨次第亮起,齿轮墙开始转动\\\\n- - 资产对应:谐律厅、独奏台、音轨与游戏内场景同源设计\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入演奏(谱面从 0 秒起算);自然播完 → 同\\\\n- - 状态一致:播放期间不推进谱面与计时;进入状态=热身段起点\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: A grand mechanical music hall glows at night, an apprentice tuner mounts the stage as four brass note tracks light up and the gear wall turns, cinematic, original design, no text\\\\n5-10s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: declared_playable_entry_state\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, modern brand, or existing IP. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 10 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"768P\\\"}\",\"model\":\"minimax-h3/text-to-video\"}",
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"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/js/b2/084cb6fc265b5ee73fa64386.mp4\"]}",
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"failCode": null,
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"failMsg": null,
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"costTime": 149,
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"completeTime": 1792250945319,
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"createTime": 1792250796093,
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"creditsConsumed": 80.0,
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"operationType": "minimax-h3/text-to-video",
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"response": {
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"resultUrls": [
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"https://tempfile.aiquickdraw.com/js/b2/084cb6fc265b5ee73fa64386.mp4"
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]
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},
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"successFlag": 1,
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"paramJson": "{\"input\":\"{\\\"duration\\\":10,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, watermarks, or references to existing IP. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G057_rhythm_machine_hall\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:发条与蒸汽驱动的架空时代,「谐律厅」是城市的心脏——巨型机械音乐厅每晚以合奏钟声为全城报时。\\\\n- - W02 场景所在地:谐律厅的独奏台——四条黄铜音轨沿齿轮墙垂落,判定线是一排待击音簧。\\\\n- - W03 玩家身份与当前任务:玩家是调律师学徒「聆」;当前任务:在钟枢校准夜完成独奏,让报时大合奏如期奏响。\\\\n- - W04 失败代价与结局表达:血条归零=校准中断需重来(判负界面文案);完成则 C03 呈现大合奏钟声齐鸣、全城灯火应和的场面。\\\\n- - W05 叙事来源:四轨道=钟枢的四根音簧;双押=和音;终曲段=校准夜的收束乐章;节拍灯=音乐厅的呼吸。全部原创。\\\\n- - W06 视觉风格与色彩材质:黄铜与暗木的机械美感;主色=黄铜金(#B08D4F 系)+暗胡桃(#4A3A2C 系)+判定青光(#57C9B8 系);材质以黄铜、蒸汽管、磨砂玻璃为主。\\\\n- - W07 环境氛围与声音语言:齿轮低鸣的音乐厅——常驻机械运转声;音效语言为「节拍灯咔哒+音符爆裂+断连闷响+终曲钟声」,全部音效按 §9 F06 冻结清单交付。\\\\n- - W08 故事表达方式:开场视频(C01)交代校准夜 → 终曲段视频(C02)作为高潮节点 → 结算视频(C03)收束报时;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定正面舞台视角(演奏 UI 全屏),无跟随;判定线轻微随低频节奏起伏(幅度 ≤4 像素,不改变判定位置);镜头边界=演奏 UI 外框。\\\\n- - F04 环境常驻效果:齿轮墙缓慢转动、蒸汽微雾、节拍灯随节拍明暗;不遮挡轨道与判定线。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 开场演出\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: A grand mechanical music hall glows at night, an apprentice tuner mounts the stage as four brass note tracks light up and the gear wall turns, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 开场演出(Opening,10 秒,1280×720@24fps)\\\\n- - 触发时机:首次由开始界面进入演奏之前,每局一次\\\\n- - 内容与角色场景:夜幕中的谐律厅灯火通明,调律师学徒「聆」登上独奏台,四条黄铜音轨次第亮起,齿轮墙开始转动\\\\n- - 资产对应:谐律厅、独奏台、音轨与游戏内场景同源设计\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入演奏(谱面从 0 秒起算);自然播完 → 同\\\\n- - 状态一致:播放期间不推进谱面与计时;进入状态=热身段起点\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: A grand mechanical music hall glows at night, an apprentice tuner mounts the stage as four brass note tracks light up and the gear wall turns, cinematic, original design, no text\\\\n5-10s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: declared_playable_entry_state\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, modern brand, or existing IP. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 10 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"768P\\\"}\",\"model\":\"minimax-h3/text-to-video\"}"
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},
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"result_url": "https://tempfile.aiquickdraw.com/js/b2/084cb6fc265b5ee73fa64386.mp4",
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"native_video_path": "test_data/outputs/cg_video_full_kie_20261017/G057_cg_001__minimax_h3.native.mp4",
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"video_path": "test_data/outputs/cg_video_full_kie_20261017/G057_cg_001__minimax_h3.mp4",
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"native_video_bytes": 1379896,
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"video_bytes": 1528704,
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"credits_consumed": 80.0,
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"finished_at": "2026-10-17T15:29:17.504637+00:00",
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"source_model": "minimax-h3/text-to-video",
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"uploaded_artifact": "video.mp4"
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}
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outputs/G057_rhythm_machine_hall/assets/cg_video/G057_cg_001/video.mp4
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version https://git-lfs.github.com/spec/v1
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oid sha256:db83ddba0fd53d644c71f5d1aa1d10a1f2f62bcc02851107a69fbb0b21d79144
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size 1528704
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outputs/G057_rhythm_machine_hall/assets/cg_video/G057_cg_002/meta.json
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{
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"task_id_input": "G057_cg_002",
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"game_id": "G057_rhythm_machine_hall",
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+
"model": "minimax-h3/text-to-video",
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|
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| 8 |
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"request": {
|
| 9 |
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"model": "minimax-h3/text-to-video",
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| 10 |
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"input": {
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| 11 |
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"prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, watermarks, or references to existing IP. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G057_rhythm_machine_hall\nWorld and visual bible:\n- - W01 世界与时代背景:发条与蒸汽驱动的架空时代,「谐律厅」是城市的心脏——巨型机械音乐厅每晚以合奏钟声为全城报时。\n- - W02 场景所在地:谐律厅的独奏台——四条黄铜音轨沿齿轮墙垂落,判定线是一排待击音簧。\n- - W03 玩家身份与当前任务:玩家是调律师学徒「聆」;当前任务:在钟枢校准夜完成独奏,让报时大合奏如期奏响。\n- - W04 失败代价与结局表达:血条归零=校准中断需重来(判负界面文案);完成则 C03 呈现大合奏钟声齐鸣、全城灯火应和的场面。\n- - W05 叙事来源:四轨道=钟枢的四根音簧;双押=和音;终曲段=校准夜的收束乐章;节拍灯=音乐厅的呼吸。全部原创。\n- - W06 视觉风格与色彩材质:黄铜与暗木的机械美感;主色=黄铜金(#B08D4F 系)+暗胡桃(#4A3A2C 系)+判定青光(#57C9B8 系);材质以黄铜、蒸汽管、磨砂玻璃为主。\n- - W07 环境氛围与声音语言:齿轮低鸣的音乐厅——常驻机械运转声;音效语言为「节拍灯咔哒+音符爆裂+断连闷响+终曲钟声」,全部音效按 §9 F06 冻结清单交付。\n- - W08 故事表达方式:开场视频(C01)交代校准夜 → 终曲段视频(C02)作为高潮节点 → 结算视频(C03)收束报时;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:固定正面舞台视角(演奏 UI 全屏),无跟随;判定线轻微随低频节奏起伏(幅度 ≤4 像素,不改变判定位置);镜头边界=演奏 UI 外框。\n- - F04 环境常驻效果:齿轮墙缓慢转动、蒸汽微雾、节拍灯随节拍明暗;不遮挡轨道与判定线。\n\n[CINEMATIC ROLE]\nType: Event\nName: 终曲段演出\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\nSource visual requirement: Stage lights blaze to full as the great clock core spins, dual reeds lift side by side for the finale chord, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 终曲段演出(Event,6 秒,1280×720@24fps)\n- - 触发时机:首次进入终曲段(70 秒边界 `section_change` 事件)时短暂插入,每局一次\n- - 内容与角色场景:舞台灯光全亮,报时大钟的钟枢开始旋转,双轨和音音簧并列弹起\n- - 资产对应:钟枢、音簧、舞台与游戏内一致\n- - 可跳过:Esc 跳过 → 终曲段从边界点继续(谱面按已计时间推进,跳过不回溯);自然播完 → 同\n- - 状态一致:仅在真实段边界后触发;跳过不改变得分/连击/血条\n\n[SHOT PLAN]\n0-3s: establish the scene and begin the required action from this description: Stage lights blaze to full as the great clock core spins, dual reeds lift side by side for the finale chord, cinematic, original design, no text\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: declared_followup_gameplay_state\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, modern brand, or existing IP. 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 |
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"aspect_ratio": "16:9",
|
| 13 |
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"duration": 6,
|
| 14 |
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"resolution": "768P"
|
| 15 |
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}
|
| 16 |
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},
|
| 17 |
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"started_at": "2026-10-17T15:29:18.678621+00:00",
|
| 18 |
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"task_id": "e0d3f7596b44bea55bc32c7ee03755b4",
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| 19 |
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"status_response": {
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| 20 |
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"taskId": "e0d3f7596b44bea55bc32c7ee03755b4",
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"model": "minimax-h3/text-to-video",
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| 22 |
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"state": "success",
|
| 23 |
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"param": "{\"input\":\"{\\\"duration\\\":6,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, watermarks, or references to existing IP. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G057_rhythm_machine_hall\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:发条与蒸汽驱动的架空时代,「谐律厅」是城市的心脏——巨型机械音乐厅每晚以合奏钟声为全城报时。\\\\n- - W02 场景所在地:谐律厅的独奏台——四条黄铜音轨沿齿轮墙垂落,判定线是一排待击音簧。\\\\n- - W03 玩家身份与当前任务:玩家是调律师学徒「聆」;当前任务:在钟枢校准夜完成独奏,让报时大合奏如期奏响。\\\\n- - W04 失败代价与结局表达:血条归零=校准中断需重来(判负界面文案);完成则 C03 呈现大合奏钟声齐鸣、全城灯火应和的场面。\\\\n- - W05 叙事来源:四轨道=钟枢的四根音簧;双押=和音;终曲段=校准夜的收束乐章;节拍灯=音乐厅的呼吸。全部原创。\\\\n- - W06 视觉风格与色彩材质:黄铜与暗木的机械美感;主色=黄铜金(#B08D4F 系)+暗胡桃(#4A3A2C 系)+判定青光(#57C9B8 系);材质以黄铜、蒸汽管、磨砂玻璃为主。\\\\n- - W07 环境氛围与声音语言:齿轮低鸣的音乐厅——常驻机械运转声;音效语言为「节拍灯咔哒+音符爆裂+断连闷响+终曲钟声」,全部音效按 §9 F06 冻结清单交付。\\\\n- - W08 故事表达方式:开场视频(C01)交代校准夜 → 终曲段视频(C02)作为高潮节点 → 结算视频(C03)收束报时;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定正面舞台视角(演奏 UI 全屏),无跟随;判定线轻微随低频节奏起伏(幅度 ≤4 像素,不改变判定位置);镜头边界=演奏 UI 外框。\\\\n- - F04 环境常驻效果:齿轮墙缓慢转动、蒸汽微雾、节拍灯随节拍明暗;不遮挡轨道与判定线。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 终曲段演出\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: Stage lights blaze to full as the great clock core spins, dual reeds lift side by side for the finale chord, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 终曲段演出(Event,6 秒,1280×720@24fps)\\\\n- - 触发时机:首次进入终曲段(70 秒边界 `section_change` 事件)时短暂插入,每局一次\\\\n- - 内容与角色场景:舞台灯光全亮,报时大钟的钟枢开始旋转,双轨和音音簧并列弹起\\\\n- - 资产对应:钟枢、音簧、舞台与游戏内一致\\\\n- - 可跳过:Esc 跳过 → 终曲段从边界点继续(谱面按已计时间推进,跳过不回溯);自然播完 → 同\\\\n- - 状态一致:仅在真实段边界后触发;跳过不改变得分/连击/血条\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: Stage lights blaze to full as the great clock core spins, dual reeds lift side by side for the finale chord, cinematic, original design, no text\\\\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: declared_followup_gameplay_state\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, modern brand, or existing IP. 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\\\":\\\"768P\\\"}\",\"model\":\"minimax-h3/text-to-video\"}",
|
| 24 |
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"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/js/b2/6226c8397b24df4bc45942d3.mp4\"]}",
|
| 25 |
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"failCode": null,
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| 26 |
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"costTime": 128,
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"completeTime": 1792251088417,
|
| 29 |
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"createTime": 1792250959651,
|
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"creditsConsumed": 48.0,
|
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"operationType": "minimax-h3/text-to-video",
|
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"response": {
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|
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|
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|
| 37 |
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|
| 38 |
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"paramJson": "{\"input\":\"{\\\"duration\\\":6,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, watermarks, or references to existing IP. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G057_rhythm_machine_hall\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:发条与蒸汽驱动的架空时代,「谐律厅」是城市的心脏——巨型机械音乐厅每晚以合奏钟声为全城报时。\\\\n- - W02 场景所在地:谐律厅的独奏台——四条黄铜音轨沿齿轮墙垂落,判定线是一排待击音簧。\\\\n- - W03 玩家身份与当前任务:玩家是调律师学徒「聆」;当前任务:在钟枢校准夜完成独奏,让报时大合奏如期奏响。\\\\n- - W04 失败代价与结局表达:血条归零=校准中断需重来(判负界面文案);完成则 C03 呈现大合奏钟声齐鸣、全城灯火应和的场面。\\\\n- - W05 叙事来源:四轨道=钟枢的四根音簧;双押=和音;终曲段=校准夜的收束乐章;节拍灯=音乐厅的呼吸。全部原创。\\\\n- - W06 视觉风格与色彩材质:黄铜与暗木的机械美感;主色=黄铜金(#B08D4F 系)+暗胡桃(#4A3A2C 系)+判定青光(#57C9B8 系);材质以黄铜、蒸汽管、磨砂玻璃为主。\\\\n- - W07 环境氛围与声音语言:齿轮低鸣的音乐厅——常驻机械运转声;音效语言为「节拍灯咔哒+音符爆裂+断连闷响+终曲钟声」,全部音效按 §9 F06 冻结清单交付。\\\\n- - W08 故事表达方式:开场视频(C01)交代校准夜 → 终曲段视频(C02)作为高潮节点 → 结算视频(C03)收束报时;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定正面舞台视角(演奏 UI 全屏),无跟随;判定线轻微随低频节奏起伏(幅度 ≤4 像素,不改变判定位置);镜头边界=演奏 UI 外框。\\\\n- - F04 环境常驻效果:齿轮墙缓慢转动、蒸汽微雾、节拍灯随节拍明暗;不遮挡轨道与判定线。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 终曲段演出\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: Stage lights blaze to full as the great clock core spins, dual reeds lift side by side for the finale chord, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 终曲段演出(Event,6 秒,1280×720@24fps)\\\\n- - 触发时机:首次进入终曲段(70 秒边界 `section_change` 事件)时短暂插入,每局一次\\\\n- - 内容与角色场景:舞台灯光全亮,报时大钟的钟枢开始旋转,双轨和音音簧并列弹起\\\\n- - 资产对应:钟枢、音簧、舞台与游戏内一致\\\\n- - 可跳过:Esc 跳过 → 终曲段从边界点继续(谱面按已计时间推进,跳过不回溯);自然播完 → 同\\\\n- - 状态一致:仅在真实段边界后触发;跳过不改变得分/连击/血条\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: Stage lights blaze to full as the great clock core spins, dual reeds lift side by side for the finale chord, cinematic, original design, no text\\\\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: declared_followup_gameplay_state\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, modern brand, or existing IP. 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\\\":\\\"768P\\\"}\",\"model\":\"minimax-h3/text-to-video\"}"
|
| 39 |
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},
|
| 40 |
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"result_url": "https://tempfile.aiquickdraw.com/js/b2/6226c8397b24df4bc45942d3.mp4",
|
| 41 |
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"native_video_path": "test_data/outputs/cg_video_full_kie_20261017/G057_cg_002__minimax_h3.native.mp4",
|
| 42 |
+
"video_path": "test_data/outputs/cg_video_full_kie_20261017/G057_cg_002__minimax_h3.mp4",
|
| 43 |
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"native_video_bytes": 1259000,
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| 44 |
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"video_bytes": 1264643,
|
| 45 |
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"credits_consumed": 48.0,
|
| 46 |
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"finished_at": "2026-10-17T15:31:44.088850+00:00",
|
| 47 |
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"source_model": "minimax-h3/text-to-video",
|
| 48 |
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"uploaded_artifact": "video.mp4"
|
| 49 |
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}
|
outputs/G057_rhythm_machine_hall/assets/cg_video/G057_cg_002/video.mp4
ADDED
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| 3 |
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size 1264643
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outputs/G057_rhythm_machine_hall/assets/cg_video/G057_cg_003/meta.json
ADDED
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|
| 1 |
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{
|
| 2 |
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"task_id_input": "G057_cg_003",
|
| 3 |
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"game_id": "G057_rhythm_machine_hall",
|
| 4 |
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"model": "minimax-h3/text-to-video",
|
| 5 |
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"prompt_schema": "cg_video_prompt.v1",
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"prompt_sha256": "81e715f59b527ed750af37677fdc88d2ed030173aee5f8bc1f99fa8975a6aee5",
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"status": "success",
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"request": {
|
| 9 |
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"model": "minimax-h3/text-to-video",
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"input": {
|
| 11 |
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"prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, watermarks, or references to existing IP. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G057_rhythm_machine_hall\nWorld and visual bible:\n- - W01 世界与时代背景:发条与蒸汽驱动的架空时代,「谐律厅」是城市的心脏——巨型机械音乐厅每晚以合奏钟声为全城报时。\n- - W02 场景所在地:谐律厅的独奏台——四条黄铜音轨沿齿轮墙垂落,判定线是一排待击音簧。\n- - W03 玩家身份与当前任务:玩家是调律师学徒「聆」;当前任务:在钟枢校准夜完成独奏,让报时大合奏如期奏响。\n- - W04 失败代价与结局表达:血条归零=校准中断需重来(判负界面文案);完成则 C03 呈现大合奏钟声齐鸣、全城灯火应和的场面。\n- - W05 叙事来源:四轨道=钟枢的四根音簧;双押=和音;终曲段=校准夜的收束乐章;节拍灯=音乐厅的呼吸。全部原创。\n- - W06 视觉风格与色彩材质:黄铜与暗木的机械美感;主色=黄铜金(#B08D4F 系)+暗胡桃(#4A3A2C 系)+判定青光(#57C9B8 系);材质以黄铜、蒸汽管、磨砂玻璃为主。\n- - W07 环境氛围与声音语言:齿轮低鸣的音乐厅——常驻机械运转声;音效语言为「节拍灯咔哒+音符爆裂+断连闷响+终曲钟声」,全部音效按 §9 F06 冻结清单交付。\n- - W08 故事表达方式:开场视频(C01)交代校准夜 → 终曲段视频(C02)作为高潮节点 → 结算视频(C03)收束报时;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:固定正面舞台视角(演奏 UI 全屏),无跟随;判定线轻微随低频节奏起伏(幅度 ≤4 像素,不改变判定位置);镜头边界=演奏 UI 外框。\n- - F04 环境常驻效果:齿轮墙缓慢转动、蒸汽微雾、节拍灯随节拍明暗;不遮挡轨道与判定线。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 演奏完成结算\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\nSource visual requirement: The grand chime rings across the hall as light washes toward the sleeping city, the apprentice lowers her mallet amid applause, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 演奏完成结算(Ending,10 秒,1280×720@24fps)\n- - 触发时机:V01 达成后、结算面板之前,每局一次\n- - 内容与角色场景:大合奏钟声齐鸣,谐律厅灯光如潮涌向全城,「聆」在掌声中收起音锤\n- - 资产对应:谐律厅、大钟、角色与游戏内一致\n- - 可跳过:Esc/Enter 跳过 → 直接进入结算面板;自然播完 → 同\n- - 状态一致:评级字样与真实结算一致\n\n[SHOT PLAN]\n0-5s: establish the scene and begin the required action from this description: The grand chime rings across the hall as light washes toward the sleeping city, the apprentice lowers her mallet amid applause, cinematic, original design, no text\n5-10s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: declared_result_panel_state\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, modern brand, or existing IP. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 10 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
|
| 12 |
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"aspect_ratio": "16:9",
|
| 13 |
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"duration": 10,
|
| 14 |
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"resolution": "768P"
|
| 15 |
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}
|
| 16 |
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|
| 17 |
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"started_at": "2026-10-17T15:31:44.903799+00:00",
|
| 18 |
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|
| 19 |
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"status_response": {
|
| 20 |
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| 21 |
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"model": "minimax-h3/text-to-video",
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| 22 |
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"state": "success",
|
| 23 |
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"param": "{\"input\":\"{\\\"duration\\\":10,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, watermarks, or references to existing IP. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G057_rhythm_machine_hall\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:发条与蒸汽驱动的架空时代,「谐律厅」是城市的心脏——巨型机械音乐厅每晚以合奏钟声为全城报时。\\\\n- - W02 场景所在地:谐律厅的独奏台——四条黄铜音轨沿齿轮墙垂落,判定线是一排待击音簧。\\\\n- - W03 玩家身份与当前任务:玩家是调律师学徒「聆」;当前任务:在钟枢校准夜完成独奏,让报时大合奏如期奏响。\\\\n- - W04 失败代价与结局表达:血条归零=校准中断需重来(判负界面文案);完成则 C03 呈现大合奏钟声齐鸣、全城灯火应和的场面。\\\\n- - W05 叙事来源:四轨道=钟枢的四根音簧;双押=和音;终曲段=校准夜的收束乐章;节拍灯=音乐厅的呼吸。全部原创。\\\\n- - W06 视觉风格与色彩材质:黄铜与暗木的机械美感;主色=黄铜金(#B08D4F 系)+暗胡桃(#4A3A2C 系)+判定青光(#57C9B8 系);材质以黄铜、蒸汽管、磨砂玻璃为主。\\\\n- - W07 环境氛围与声音语言:齿轮低鸣的音乐厅——常驻机械运转声;音效语言为「节拍灯咔哒+音符爆裂+断连闷响+终曲钟声」,全部音效按 §9 F06 冻结清单交付。\\\\n- - W08 故事表达方式:开场视频(C01)交代校准夜 → 终曲段视频(C02)作为高潮节点 → 结算视频(C03)收束报时;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定正面舞台视角(演奏 UI 全屏),无跟随;判定线轻微随低频节奏起伏(幅度 ≤4 像素,不改变判定位置);镜头边界=演奏 UI 外框。\\\\n- - F04 环境常驻效果:齿轮墙缓慢转动、蒸汽微雾、节拍灯随节拍明暗;不遮挡轨道与判定线。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 演奏完成结算\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: The grand chime rings across the hall as light washes toward the sleeping city, the apprentice lowers her mallet amid applause, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 演奏完成结算(Ending,10 秒,1280×720@24fps)\\\\n- - 触发时机:V01 达成后、结算面板之前,每局一次\\\\n- - 内容与角色场景:大合奏钟声齐鸣,谐律厅灯光如潮涌向全城,「聆」在掌声中收起音锤\\\\n- - 资产对应:谐律厅、大钟、角色与游戏内一致\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入结算面板;自然播完 → 同\\\\n- - 状态一致:评级字样与真实结算一致\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: The grand chime rings across the hall as light washes toward the sleeping city, the apprentice lowers her mallet amid applause, cinematic, original design, no text\\\\n5-10s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: declared_result_panel_state\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, modern brand, or existing IP. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 10 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"768P\\\"}\",\"model\":\"minimax-h3/text-to-video\"}",
|
| 24 |
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"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/js/b2/ec9f8174e21e3a005d083ca4.mp4\"]}",
|
| 25 |
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"failCode": null,
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"costTime": 150,
|
| 28 |
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"completeTime": 1792251260822,
|
| 29 |
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"createTime": 1792251110313,
|
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"creditsConsumed": 80.0,
|
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"operationType": "minimax-h3/text-to-video",
|
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"response": {
|
| 33 |
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"resultUrls": [
|
| 34 |
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"https://tempfile.aiquickdraw.com/js/b2/ec9f8174e21e3a005d083ca4.mp4"
|
| 35 |
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|
| 36 |
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|
| 37 |
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|
| 38 |
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"paramJson": "{\"input\":\"{\\\"duration\\\":10,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, watermarks, or references to existing IP. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G057_rhythm_machine_hall\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:发条与蒸汽驱动的架空时代,「谐律厅」是城市的心脏——巨型机械音乐厅每晚以合奏钟声为全城报时。\\\\n- - W02 场景所在地:谐律厅的���奏台——四条黄铜音轨沿齿轮墙垂落,判定线是一排待击音簧。\\\\n- - W03 玩家身份与当前任务:玩家是调律师学徒「聆」;当前任务:在钟枢校准夜完成独奏,让报时大合奏如期奏响。\\\\n- - W04 失败代价与结局表达:血条归零=校准中断需重来(判负界面文案);完成则 C03 呈现大合奏钟声齐鸣、全城灯火应和的场面。\\\\n- - W05 叙事来源:四轨道=钟枢的四根音簧;双押=和音;终曲段=校准夜的收束乐章;节拍灯=音乐厅的呼吸。全部原创。\\\\n- - W06 视觉风格与色彩材质:黄铜与暗木的机械美感;主色=黄铜金(#B08D4F 系)+暗胡桃(#4A3A2C 系)+判定青光(#57C9B8 系);材质以黄铜、蒸汽管、磨砂玻璃为主。\\\\n- - W07 环境氛围与声音语言:齿轮低鸣的音乐厅——常驻机械运转声;音效语言为「节拍灯咔哒+音符爆裂+断连闷响+终曲钟声」,全部音效按 §9 F06 冻结清单交付。\\\\n- - W08 故事表达方式:开场视频(C01)交代校准夜 → 终曲段视频(C02)作为高潮节点 → 结算视频(C03)收束报时;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定正面舞台视角(演奏 UI 全屏),无跟随;判定线轻微随低频节奏起伏(幅度 ≤4 像素,不改变判定位置);镜头边界=演奏 UI 外框。\\\\n- - F04 环境常驻效果:齿轮墙缓慢转动、蒸汽微雾、节拍灯随节拍明暗;不遮挡轨道与判定线。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 演奏完成结算\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: The grand chime rings across the hall as light washes toward the sleeping city, the apprentice lowers her mallet amid applause, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 演奏完成结算(Ending,10 秒,1280×720@24fps)\\\\n- - 触发时机:V01 达成后、结算面板之前,每局一次\\\\n- - 内容与角色场景:大合奏钟声齐鸣,谐律厅灯光如潮涌向全城,「聆」在掌声中收起音锤\\\\n- - 资产对应:谐律厅、大钟、角色与游戏内一致\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入结算面板;自然播完 → 同\\\\n- - 状态一致:评级字样与真实结算一致\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: The grand chime rings across the hall as light washes toward the sleeping city, the apprentice lowers her mallet amid applause, cinematic, original design, no text\\\\n5-10s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: declared_result_panel_state\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, modern brand, or existing IP. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 10 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"768P\\\"}\",\"model\":\"minimax-h3/text-to-video\"}"
|
| 39 |
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|
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"result_url": "https://tempfile.aiquickdraw.com/js/b2/ec9f8174e21e3a005d083ca4.mp4",
|
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"native_video_path": "test_data/outputs/cg_video_full_kie_20261017/G057_cg_003__minimax_h3.native.mp4",
|
| 42 |
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"video_path": "test_data/outputs/cg_video_full_kie_20261017/G057_cg_003__minimax_h3.mp4",
|
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"finished_at": "2026-10-17T15:34:33.223283+00:00",
|
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"source_model": "minimax-h3/text-to-video",
|
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"uploaded_artifact": "video.mp4"
|
| 49 |
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}
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