Upload Seedance CG videos for G015_garden_revival
#181
by xiaotianqi05 - opened
- outputs/G015_garden_revival/assets/cg_video/G015_cg_001/meta_seedance.json +54 -0
- outputs/G015_garden_revival/assets/cg_video/G015_cg_001/video_seedance.mp4 +3 -0
- outputs/G015_garden_revival/assets/cg_video/G015_cg_002/meta_seedance.json +54 -0
- outputs/G015_garden_revival/assets/cg_video/G015_cg_002/video_seedance.mp4 +3 -0
- outputs/G015_garden_revival/assets/cg_video/G015_cg_003/meta_seedance.json +54 -0
- outputs/G015_garden_revival/assets/cg_video/G015_cg_003/video_seedance.mp4 +3 -0
- outputs/G015_garden_revival/assets/cg_video/G015_cg_004/meta_seedance.json +54 -0
- outputs/G015_garden_revival/assets/cg_video/G015_cg_004/video_seedance.mp4 +3 -0
outputs/G015_garden_revival/assets/cg_video/G015_cg_001/meta_seedance.json
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{
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"task_id_input": "G015_cg_001",
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"game_id": "G015_garden_revival",
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"model": "bytedance/seedance-2",
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"prompt_schema": "cg_video_prompt.v1",
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"prompt_sha256": "d6dc0631f99a79e2be4aba1fd877f89cca81aeaf4d46039d7017e61054417e6b",
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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: G015_garden_revival\nWorld and visual bible:\n- - W01 世界与时代背景:地下植物园复苏记录——封存的地下植物园因供电衰减根系通路逐渐枯死,复苏计划只剩最后一个维护窗口。\n- - W02 场景所在地:地下植物园三层园区(地面层花圃平台、藤蔓层悬吊栈道、根系深处黑暗溶腔),层间以能力门禁与捷径暗道相连。\n- - W03 玩家身份与当前任务动机:玩家是植物园维护研究员,携带复苏工具箱下潜;动机是找回三项维护能力(冲刺靴/二段跳簧/抓壁爪),在最深处终点重启生长核心,让花园重新复苏。\n- - W04 失败代价与结局表达:无全局死亡——坠落只打断节奏;放弃或重开=复苏记录中止(C04 失败意象);成功=生长核心重启、复苏波沿园区扩散(C04 胜利意象)。\n- - W05 叙事来源:能力节点=封存的维护装备舱;三类门禁=裂隙封印/高台封印/光壁封印(对应能力符号);光合晶=植物储能结晶;存档终端=园区记录仪;检查点=生长灯标;捷径=后区能力打开的检修暗道。全部原创。\n- - W06 视觉风格与色彩材质:地下生态暖光风;主色=生长绿 #7FBF6A、晶蓝 #7FD8E8、岩褐 #8A7A66、灯标橙 #E4762C、深腔紫 #4A4E6F;材质为藤蔓、湿岩、发光苔藓与玻璃晶格。\n- - W07 环境氛围与声音语言:植物呼吸与水滴为底;音效语言为「能力绽放+封印提示+冲刺风切+蹬壁抓附+捷径开启+复苏波」,全部音效按 §9 F06 冻结清单交付;混音优先级:区间重置与复苏波 > 能力/门禁反馈 > 收集 > 环境底噪。\n- - W08 故事表达方式:开场视频(C01)交代枯萎园区与复苏目标 → 能力获得视频(C02)承载装备重启节拍 → 捷径视频(C03)承载回访叙事 → 结算视频(C04)收束;叙事提示不阻断控制、不改变数值。\n- - F01 视角与镜头:固定朝向 2.5D 侧视跟随(FEEL01/AUD10),角色前方 ≥ 屏宽 35%;不切第三人称;镜头平滑阻尼 0.08 秒;边界=园区包围盒;「减少动态效果」关闭镜头抖动与剧烈旋转。\n- - F04 环境常驻效果:发光苔藓呼吸、藤蔓摆动、水滴下落、检查点灯标呼吸光。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 枯园下潜\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: 镜头随维护研究员沿检修井下潜,掠过枯萎的花圃平台与熄灭的生长灯标,停在深处微光中的生长核心;无剪辑、无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 枯园下潜(Opening,5 秒,1280×720@24fps)\n- - 触发时机:首次由标题进入园区之前,每局一次\n- - 内容与角色场景:镜头随维护研究员沿检修井下潜,掠过枯萎的花圃平台与熄灭的生长灯标,最终停在深处微光中的生长核心\n- - 资产对应:研究员、园区与游戏内模型/贴图同源设计\n- - 可跳过:Enter/Space 或跳过按钮 → 直接进入区域一;自然播完 → 进入区域一\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: 镜头随维护研究员沿检修井下潜,掠过枯萎的花圃平台与熄灭的生长灯标,停在深处微光中的生长核心;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: 直接进入区域一,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": "2026-10-19T06:15:09.732796+00:00",
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"task_id": "e2a9a0d0735802c7769cc3a5fdd3c69f",
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"status_response": {
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"taskId": "e2a9a0d0735802c7769cc3a5fdd3c69f",
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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: G015_garden_revival\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:地下植物园复苏记录——封存的地下植物园因供电衰减根系通路逐渐枯死,复苏计划只剩最后一个维护窗口。\\\\n- - W02 场景所在地:地下植物园三层园区(地面层花圃平台、藤蔓层悬吊栈道、根系深处黑暗溶腔),层间以能力门禁与捷径暗道相连。\\\\n- - W03 玩家身份与当前任务动机:玩家是植物园维护研究员,携带复苏工具箱下潜;动机是找回三项维护能力(冲刺靴/二段跳簧/抓壁爪),在最深处终点重启生长核心,让花园重新复苏。\\\\n- - W04 失败代价与结局表达:无全局死亡——坠落只打断节奏;放弃或重开=复苏记录中止(C04 失败意象);成功=生长核心重启、复苏波沿园区扩散(C04 胜利意象)。\\\\n- - W05 叙事来源:能力节点=封存的维护装备舱;三类门禁=裂隙封印/高台封印/光壁封印(对应能力符号);光合晶=植物储能结晶;存档终端=园区记录仪;检查点=生长灯标;捷径=后区能力打开的检修暗道。全部原创。\\\\n- - W06 视觉风格与色彩材质:地下生态暖光风;主色=生长绿 #7FBF6A、晶蓝 #7FD8E8、岩褐 #8A7A66、灯标橙 #E4762C、深腔紫 #4A4E6F;材质为藤蔓、湿岩、发光苔藓与玻璃晶格。\\\\n- - W07 环境氛围与声音语言:植物呼吸与水滴为底;音效语言为「能力绽放+封印提示+冲刺风切+蹬壁抓附+捷径开启+复苏波」,全部音效按 §9 F06 冻结清单交付;混音优先级:区间重置与复苏波 > 能力/门禁反馈 > 收集 > 环境底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代枯萎园区与复苏目标 → 能力获得视频(C02)承载装备重启节拍 → 捷径视频(C03)承载回访叙事 → 结算视频(C04)收束;叙事提示不阻断控制、不改变数值。\\\\n- - F01 视角与镜头:固定朝向 2.5D 侧视跟随(FEEL01/AUD10),角色前方 ≥ 屏宽 35%;不切第三人称;镜头平滑阻尼 0.08 秒;边界=园区包围盒;「减少动态效果」关闭镜头抖动与剧烈旋转。\\\\n- - F04 环境常驻效果:发光苔藓呼吸、藤蔓摆动、水滴下落、检查点灯标呼吸光。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 枯园下潜\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 镜头随维护研究员沿检修井下潜,掠过枯萎的花圃平台与熄灭的生长灯标,停在深处微光中的生长核心;无剪辑、无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 枯园下潜(Opening,5 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入园区之前,每局一次\\\\n- - 内容与角色场景:镜头随维护研究员沿检修井下潜,掠过枯萎的花圃平台与熄灭的生长灯标,最终停在深处微光中的生长核心\\\\n- - 资产对应:研究员、园区与游戏内模型/贴图同源设计\\\\n- - 可跳过:Enter/Space 或跳过按钮 → 直接进入区域一;自然播完 → 进入区域一\\\\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: 镜头随维护研究员沿检修井下潜,掠过枯萎的花圃平台与熄灭的生长灯标,停在深处微光中的生长核心;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: 直接进入区域一,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/1792390862855-filg05olgui.mp4\"]}",
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"failCode": null,
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"failMsg": null,
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"costTime": 335,
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"completeTime": 1792390863837,
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"createTime": 1792390527828,
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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/1792390862855-filg05olgui.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: G015_garden_revival\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:地下植物园复苏记录——封存的地下植物园因供电衰减根系通路逐渐枯死,复苏计划只剩最后一个维护窗口。\\\\n- - W02 场景所在地:地下植物园三层园区(地面层花圃平台、藤蔓层悬吊栈道、根系深处黑暗溶腔),层间以能力门禁与捷径暗道相连。\\\\n- - W03 玩家身份与当前任务动机:玩家是植物园维护研究员,携带复苏工具箱下潜;动机是找回三项维护能力(冲刺靴/二段跳簧/抓壁爪),在最深处终点重启生长核心,让花园重新复苏。\\\\n- - W04 失败代价与结局表达:无全局死亡——坠落只打断节奏;放弃或重开=复苏记录中止(C04 失败意象);成功=生长核心重启、复苏波沿园区扩散(C04 胜利意象)。\\\\n- - W05 叙事来源:能力节点=封存的维护装备舱;三类门禁=裂隙封印/高台封印/光壁封印(对应能力符号);光合晶=植物储能结晶;存档终端=园区记录仪;检查点=生长灯标;捷径=后区能力打开的检修暗道。全部原创。\\\\n- - W06 视觉风格与色彩材质:地下生态暖光风;主色=生长绿 #7FBF6A、晶蓝 #7FD8E8、岩褐 #8A7A66、灯标橙 #E4762C、深腔紫 #4A4E6F;材质为藤蔓、湿岩、发光苔藓与玻璃晶格。\\\\n- - W07 环境氛围与声音语言:植物呼吸与水滴为底;音效语言为「能力绽放+封印提示+冲刺风切+蹬壁抓附+捷径开启+复苏波」,全部音效按 §9 F06 冻结清单交付;混音优先级:区间重置与复苏波 > 能力/门禁反馈 > 收集 > 环境底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代枯萎园区与复苏目标 → 能力获得视频(C02)承载装备重启节拍 → 捷径视频(C03)承载回访叙事 → 结算视频(C04)收束;叙事提示不阻断控制、不改变数值。\\\\n- - F01 视角与镜头:固定朝向 2.5D 侧视跟随(FEEL01/AUD10),角色前方 ≥ 屏宽 35%;不切第三人称;镜头平滑阻尼 0.08 秒;边界=园区包围盒;「减少动态效果」关闭镜头抖动与剧烈旋转。\\\\n- - F04 环境常驻效果:发光苔藓呼吸、藤蔓摆动、水滴下落、检查点灯标呼吸光。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 枯园下潜\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 镜头随维护研究员沿检修井下潜,掠过枯萎的花圃平台与熄灭的生长灯标,停在深处微光中的生长核心;无剪辑、无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 枯园下潜(Opening,5 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入园区之前,每局一次\\\\n- - 内容与角色场景:镜头随维护研究员沿检修井下潜,掠过枯萎的花圃平台与熄灭的生长灯标,最终停在深处微光中的生长核心\\\\n- - 资产对应:研究员、园区与游戏内模型/贴图同源设计\\\\n- - 可跳过:Enter/Space 或跳过按钮 → 直接进入区域一;自然播完 → 进入区域一\\\\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: 镜头随维护研究员沿检修井下潜,掠过枯萎的花圃平台与熄灭的生长灯标,停在深处微光中的生长核心;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: 直接进入区域一,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/1792390862855-filg05olgui.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G015_cg_001__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G015_cg_001__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 3132107,
|
| 49 |
+
"video_bytes": 1382573,
|
| 50 |
+
"credits_consumed": 205.0,
|
| 51 |
+
"finished_at": "2026-10-19T06:22:14.024947+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/G015_garden_revival/assets/cg_video/G015_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 sha256:755bfd91c3901f2ce4988ae55620dccbb896df7690707d700492d26a1ce5929c
|
| 3 |
+
size 1382573
|
outputs/G015_garden_revival/assets/cg_video/G015_cg_002/meta_seedance.json
ADDED
|
@@ -0,0 +1,54 @@
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| 1 |
+
{
|
| 2 |
+
"task_id_input": "G015_cg_002",
|
| 3 |
+
"game_id": "G015_garden_revival",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
+
"prompt_sha256": "a3b37b99424208230fb41c7f389a405a84eead1c788ca0dd7a29141e65019629",
|
| 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: G015_garden_revival\nWorld and visual bible:\n- - W01 世界与时代背景:地下植物园复苏记录——封存的地下植物园因供电衰减根系通路逐渐枯死,复苏计划只剩最后一个维护窗口。\n- - W02 场景所在地:地下植物园三层园区(地面层花圃平台、藤蔓层悬吊栈道、根系深处黑暗溶腔),层间以能力门禁与捷径暗道相连。\n- - W03 玩家身份与当前任务动机:玩家是植物园维护研究员,携带复苏工具箱下潜;动机是找回三项维护能力(冲刺靴/二段跳簧/抓壁爪),在最深处终点重启生长核心,让花园重新复苏。\n- - W04 失败代价与结局表达:无全局死亡——坠落只打断节奏;放弃或重开=复苏记录中止(C04 失败意象);成功=生长核心重启、复苏波沿园区扩散(C04 胜利意象)。\n- - W05 叙事来源:能力节点=封存的维护装备舱;三类门禁=裂隙封印/高台封印/光壁封印(对应能力符号);光合晶=植物储能结晶;存档终端=园区记录仪;检查点=生长灯标;捷径=后区能力打开的检修暗道。全部原创。\n- - W06 视觉风格与色彩材质:地下生态暖光风;主色=生长绿 #7FBF6A、晶蓝 #7FD8E8、岩褐 #8A7A66、灯标橙 #E4762C、深腔紫 #4A4E6F;材质为藤蔓、湿岩、发光苔藓与玻璃晶格。\n- - W07 环境氛围与声音语言:植物呼吸与水滴为底;音效语言为「能力绽放+封印提示+冲刺风切+蹬壁抓附+捷径开启+复苏波」,全部音效按 §9 F06 冻结清单交付;混音优先级:区间重置与复苏波 > 能力/门禁反馈 > 收集 > 环境底噪。\n- - W08 故事表达方式:开场视频(C01)交代枯萎园区与复苏目标 → 能力获得视频(C02)承载装备重启节拍 → 捷径视频(C03)承载回访叙事 → 结算视频(C04)收束;叙事提示不阻断控制、不改变数值。\n- - F01 视角与镜头:固定朝向 2.5D 侧视跟随(FEEL01/AUD10),角色前方 ≥ 屏宽 35%;不切第三人称;镜头平滑阻尼 0.08 秒;边界=园区包围盒;「减少动态效果」关闭镜头抖动与剧烈旋转。\n- - F04 环境常驻效果:发光苔藓呼吸、藤蔓摆动、水滴下落、检查点灯标呼吸光。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Event\nName: 装备重启\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\nSource visual requirement: 封存装备舱开启、能力装备在研究员身上合体点亮(冲刺靴/二段跳簧/抓壁爪其一),对应门禁符号在远处闪现\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 装备重启(Event,5 秒,1280×720@24fps)\n- - 触发时机:每局首次获得任一能力(首次能力节点交互完成)时,每局一次\n- - 内容与角色场景:封存装备舱开启、能力装备在研究员身上合体点亮(冲刺靴/二段跳簧/抓壁爪其一),对应门禁符号在远处闪现\n- - 资产对应:研究员、能力节点、门禁符号与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接继续探索(能力已获得状态保持);自然播完 → 继续探索\n- - 状态一致:播放期间模拟时间冻结,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: 封存装备舱开启、能力装备在研究员身上合体点亮(冲刺靴/二段跳簧/抓壁爪其一),对应门禁符号在远处闪现\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: 直接继续探索(能力已获得状态保持),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": "2026-10-19T06:22:14.559686+00:00",
|
| 23 |
+
"task_id": "aa60253d0c2de0f94546322d0afc7c15",
|
| 24 |
+
"status_response": {
|
| 25 |
+
"taskId": "aa60253d0c2de0f94546322d0afc7c15",
|
| 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: G015_garden_revival\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:地下植物园复苏记录——封存的地下植物园因供电衰减根系通路逐渐枯死,复苏计划只剩最后一个维护窗口。\\\\n- - W02 场景所在地:地下植物园三层园区(地面层花圃平台、藤蔓层悬吊栈道、根系深处黑暗溶腔),层间以能力门禁与捷径暗道相连。\\\\n- - W03 玩家身份与当前任务动机:玩家是植物园维护研究员,携带复苏工具箱下潜;动机是找回三项维护能力(冲刺靴/二段跳簧/抓壁爪),在最深处终点重启生长核心,让花园重新复苏。\\\\n- - W04 失败代价与结局表达:无全局死亡——坠落只打断节奏;放弃或重开=复苏记录中止(C04 失败意象);成功=生长核心重启、复苏波沿园区扩散(C04 胜利意象)。\\\\n- - W05 叙事来源:能力节点=封存的维护装备舱;三类门禁=裂隙封印/高台封印/光壁封印(对应能力符号);光合晶=植物储能结晶;存档终端=园区记录仪;检查点=生长灯标;捷径=后区能力打开的检修暗道。全部原创。\\\\n- - W06 视觉风格与色彩材质:地下生态暖光风;主色=生长绿 #7FBF6A、晶蓝 #7FD8E8、岩褐 #8A7A66、灯标橙 #E4762C、深腔紫 #4A4E6F;材质为藤蔓、湿岩、发光苔藓与玻璃晶格。\\\\n- - W07 环境氛围与声音语言:植物呼吸与水滴为底;音效语言为「能力绽放+封印提示+冲刺风切+蹬壁抓附+捷径开启+复苏波」,全部音效按 §9 F06 冻结清单交付;混音优先级:区间重置与复苏波 > 能力/门禁反馈 > 收集 > 环境底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代枯萎园区与复苏目标 → 能力获得视频(C02)承载装备重启节拍 → 捷径视频(C03)承载回访叙事 → 结算视频(C04)收束;叙事提示不阻断控制、不改变数值。\\\\n- - F01 视角与镜头:固定朝向 2.5D 侧视跟随(FEEL01/AUD10),角色前方 ≥ 屏宽 35%;不切第三人称;镜头平滑阻尼 0.08 秒;边界=园区包围盒;「减少动态效果」关闭镜头抖动与剧烈旋转。\\\\n- - F04 环境常驻效果:发光苔藓呼吸、藤蔓摆动、水滴下落、检查点灯标呼吸光。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 装备重启\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: 封存装备舱开启、能力装备在研究员身上合体点亮(冲刺靴/二段跳簧/抓壁爪其一),对应门禁符号在远处闪现\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 装备重启(Event,5 秒,1280×720@24fps)\\\\n- - 触发时机:每局首次获得任一能力(首次能力节点交互完成)时,每局一次\\\\n- - 内容与角色场景:封存装备舱开启、能力装备在研究员身上合体点亮(冲刺靴/二段跳簧/抓壁爪其一),对应门禁符号在远处闪现\\\\n- - 资产对应:研究员、能力节点、门禁符号与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接继续探索(能力已获得状态保持);自然播完 → 继续探索\\\\n- - 状态一致:播放期间模拟时间冻结,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: 封存装备舱开启、能力装备在研究员身上合体点亮(冲刺靴/二段跳簧/抓壁爪其一),对应门禁符号在远处闪现\\\\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: 直接继续探索(能力已获得状态保持),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\"}",
|
| 29 |
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"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792391215236-frjfiv3sq1v.mp4\"]}",
|
| 30 |
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"failCode": null,
|
| 31 |
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"failMsg": null,
|
| 32 |
+
"costTime": 279,
|
| 33 |
+
"completeTime": 1792391215991,
|
| 34 |
+
"createTime": 1792390935604,
|
| 35 |
+
"creditsConsumed": 205.0,
|
| 36 |
+
"operationType": "bytedance/seedance-2",
|
| 37 |
+
"response": {
|
| 38 |
+
"resultUrls": [
|
| 39 |
+
"https://tempfile.aiquickdraw.com/seedance/1792391215236-frjfiv3sq1v.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: G015_garden_revival\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:地下植物园复苏记录——封存的地下植物园因供电衰减根系通路逐渐枯死,复苏计划只剩最后一个维护窗口。\\\\n- - W02 场景所在地:地下植物园三层园区(地面层花圃平台、藤蔓层悬吊栈道、根系深处黑暗溶腔),层间以能力门禁与捷径暗道相连。\\\\n- - W03 玩家身份与当前任务动机:玩家是植物园维护研究员,携带复苏工具箱下潜;动机是找回三项维护能力(冲刺靴/二段跳簧/抓壁爪),在最深处终点重启生长核心,让花园重新复苏。\\\\n- - W04 失败代价与结局表达:无全局死亡——坠落只打断节奏;放弃或重开=复苏记录中止(C04 失败意象);成功=生长核心重启、复苏波沿园区扩散(C04 胜利意象)。\\\\n- - W05 叙事来源:能力节点=封存的维护装备舱;三类门禁=裂隙封印/高台封印/光壁封印(对应能力符号);光合晶=植物储能结晶;存档终端=园区记录仪;检查点=生长灯标;捷径=后区能力打开的检修暗道。全部原创。\\\\n- - W06 视觉风格与色彩材质:地下生态暖光风;主色=生长绿 #7FBF6A、晶蓝 #7FD8E8、岩褐 #8A7A66、灯标橙 #E4762C、深腔紫 #4A4E6F;材质为藤蔓、湿岩、发光苔藓与玻璃晶格。\\\\n- - W07 环境氛围与声音语言:植物呼吸与水滴为底;音效语言为「能力绽放+封印提示+冲刺风切+蹬壁抓附+捷径开启+复苏波」,全部音效按 §9 F06 冻结清单交付;混音优先级:区间重置与复苏波 > 能力/门禁反馈 > 收集 > 环境底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代枯萎园区与复苏目标 → 能力获得视频(C02)承载装备重启节拍 → 捷径视频(C03)承载回访叙事 → 结算视频(C04)收束;叙事提示不阻断控制、不改变数值。\\\\n- - F01 视角与镜头:固定朝向 2.5D 侧视跟随(FEEL01/AUD10),角色前方 ≥ 屏宽 35%;不切第三人称;镜头平滑阻尼 0.08 秒;边界=园区包围盒;「减少动态效果」关闭镜头抖动与剧烈旋转。\\\\n- - F04 环境常驻效果:发光苔藓呼吸、藤蔓摆动、水滴下落、检查点灯标呼吸光。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 装备重启\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: 封存装备舱开启、能力装备在研究员身上合体点亮(冲刺靴/二段跳簧/抓壁爪其一),对应门禁符号在远处闪现\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 装备重启(Event,5 秒,1280×720@24fps)\\\\n- - 触发时机:每局首次获得任一能力(首次能力节点交互完成)时,每局一次\\\\n- - 内容与角色场景:封存装备舱开启、能力装备在研究员身上合体点亮(冲刺靴/二段跳簧/抓壁爪其一),对应门禁符号在远处闪现\\\\n- - 资产对应:研究员、能力节点、门禁符号与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接继续探索(能力已获得状态保持);自然播完 → 继续探索\\\\n- - 状态一致:播放期间模拟时间冻结,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: 封存装备舱开启、能力装备在研究员身上合体点亮(冲刺靴/二段跳簧/抓壁爪其一),对应门禁符号在远处闪现\\\\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: 直接继续探索(能力已获得状态保持),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\"}"
|
| 44 |
+
},
|
| 45 |
+
"result_url": "https://tempfile.aiquickdraw.com/seedance/1792391215236-frjfiv3sq1v.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G015_cg_002__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G015_cg_002__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 3799438,
|
| 49 |
+
"video_bytes": 2042593,
|
| 50 |
+
"credits_consumed": 205.0,
|
| 51 |
+
"finished_at": "2026-10-19T06:27:22.608248+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/G015_garden_revival/assets/cg_video/G015_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 sha256:652b25ed2dd1de36c4e15ccc8019095508af011b89d3d367b591159993a627ca
|
| 3 |
+
size 2042593
|
outputs/G015_garden_revival/assets/cg_video/G015_cg_003/meta_seedance.json
ADDED
|
@@ -0,0 +1,54 @@
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|
| 1 |
+
{
|
| 2 |
+
"task_id_input": "G015_cg_003",
|
| 3 |
+
"game_id": "G015_garden_revival",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
+
"prompt_sha256": "240013051073d93bd9726a32ca7be39c4ca08ea499f7d398d5c58c702d198c46",
|
| 7 |
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"status": "success",
|
| 8 |
+
"request": {
|
| 9 |
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"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: G015_garden_revival\nWorld and visual bible:\n- - W01 世界与时代背景:地下植物园复苏记录——封存的地下植物园因供电衰减根系通路逐渐枯死,复苏计划只剩最后一个维护窗口。\n- - W02 场景所在地:地下植物园三层园区(地面层花圃平台、藤蔓层悬吊栈道、根系深处黑暗溶腔),层间以能力门禁与捷径暗道相连。\n- - W03 玩家身份与当前任务动机:玩家是植物园维护研究员,携带复苏工具箱下潜;动机是找回三项维护能力(冲刺靴/二段跳簧/抓壁爪),在最深处终点重启生长核心,让花园重新复苏。\n- - W04 失败代价与结局表达:无全局死亡——坠落只打断节奏;放弃或重开=复苏记录中止(C04 失败意象);成功=生长核心重启、复苏波沿园区扩散(C04 胜利意象)。\n- - W05 叙事来源:能力节点=封存的维护装备舱;三类门禁=裂隙封印/高台封印/光壁封印(对应能力符号);光合晶=植物储能结晶;存档终端=园区记录仪;检查点=生长灯标;捷径=后区能力打开的检修暗道。全部原创。\n- - W06 视觉风格与色彩材质:地下生态暖光风;主色=生长绿 #7FBF6A、晶蓝 #7FD8E8、岩褐 #8A7A66、灯标橙 #E4762C、深腔紫 #4A4E6F;材质为藤蔓、湿岩、发光苔藓与玻璃晶格。\n- - W07 环境氛围与声音语言:植物呼吸与水滴为底;音效语言为「能力绽放+封印提示+冲刺风切+蹬壁抓附+捷径开启+复苏波」,全部音效按 §9 F06 冻结清单交付;混音优先级:区间重置与复苏波 > 能力/门禁反馈 > 收集 > 环境底噪。\n- - W08 故事表达方式:开场视频(C01)交代枯萎园区与复苏目标 → 能力获得视频(C02)承载装备重启节拍 → 捷径视频(C03)承载回访叙事 → 结算视频(C04)收束;叙事提示不阻断控制、不改变数值。\n- - F01 视角与镜头:固定朝向 2.5D 侧视跟随(FEEL01/AUD10),角色前方 ≥ 屏宽 35%;不切第三人称;镜头平滑阻尼 0.08 秒;边界=园区包围盒;「减少动态效果」关闭镜头抖动与剧烈旋转。\n- - F04 环境常驻效果:发光苔藓呼吸、藤蔓摆动、水滴下落、检查点灯标呼吸光。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Event\nName: 暗道回响\nPurpose: create the Event cinematic and satisfy the referenced game contract C03.\nSource visual requirement: 旧区墙面滑开检修暗道,光带沿暗道贯通到后区,研究员回望新旧两条路径的分岔\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 暗道回响(Event,5 秒×3,1280×720@24fps,三处捷径共用条目)\n- - 触发时机:每处捷径首次开启时各播放一次(每局合计至多 3 次)\n- - 内容与角色场景:旧区墙面滑开检修暗道,光带沿暗道贯通到后区,研究员回望新旧两条路径的分岔\n- - 资产对应:捷径门、园区与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接继续(捷径开启状态保持);自然播完 → 继续探索\n- - 状态一致:播放期间模拟时间冻结;不提前泄露未开启捷径\n\n[SHOT PLAN]\n0-2s: establish the scene and begin the required action from this description: 旧区墙面滑开检修暗道,光带沿暗道贯通到后区,研究员回望新旧两条路径的分岔\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(捷径开启状态保持),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": "2026-10-19T06:27:23.143114+00:00",
|
| 23 |
+
"task_id": "d894c7965427f6f5395970c3f9fbfabe",
|
| 24 |
+
"status_response": {
|
| 25 |
+
"taskId": "d894c7965427f6f5395970c3f9fbfabe",
|
| 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: G015_garden_revival\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:地下植物园复苏记录——封存的地下植物园因供电衰减根系通路逐渐枯死,复苏计划只剩最后一个维护窗口。\\\\n- - W02 场景所在地:地下植物园三层园区(地面层花圃平台、藤蔓层悬吊栈道、根系深处黑暗溶腔),层间以能力门禁与捷径暗道相连。\\\\n- - W03 玩家身份与当前任务动机:玩家是植物园维护研究员,携带复苏工具箱下潜;动机是找回三项维护能力(冲刺靴/二段跳簧/抓壁爪),在最深处终点重启生长核心,让花园重新复苏。\\\\n- - W04 失败代价与结局表达:无全局死亡——坠落只打断节奏;放弃或重开=复苏记录中止(C04 失败意象);成功=生长核心重启、复苏波沿园区扩散(C04 胜利意象)。\\\\n- - W05 叙事来源:能力节点=封存的维护装备舱;三类门禁=裂隙封印/高台封印/光壁封印(对应能力符号);光合晶=植物储能结晶;存档终端=园区记录仪;检查点=生长灯标;捷径=后区能力打开的检修暗道。全部原创。\\\\n- - W06 视觉风格与色彩材质:地下生态暖光风;主色=生长绿 #7FBF6A、晶蓝 #7FD8E8、岩褐 #8A7A66、灯标橙 #E4762C、深腔紫 #4A4E6F;材质为藤蔓、湿岩、发光苔藓与玻璃晶格。\\\\n- - W07 环境氛围与声音语言:植物呼吸与水滴为底;音效语言为「能力绽放+封印提示+冲刺风切+蹬壁抓附+捷径开启+复苏波」,全部音效按 §9 F06 冻结清单交付;混音优先级:区间重置与复苏波 > 能力/门禁反馈 > 收集 > 环境底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代枯萎园区与复苏目标 → 能力获得视频(C02)承载装备重启节拍 → 捷径视频(C03)承载回访叙事 → 结算视频(C04)收束;叙事提示不阻断控制、不改变数值。\\\\n- - F01 视角与镜头:固定朝向 2.5D 侧视跟随(FEEL01/AUD10),角色前方 ≥ 屏宽 35%;不切第三人称;镜头平滑阻尼 0.08 秒;边界=园区包围盒;「减少动态效果」关闭镜头抖动与剧烈旋转。\\\\n- - F04 环境常驻效果:发光苔藓呼吸、藤蔓摆动、水滴下落、检查点灯标呼吸光。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 暗道回响\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: 旧区墙面滑开检修暗道,光带沿暗道贯通到后区,研究员回望新旧两条路径的分岔\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 暗道回响(Event,5 秒×3,1280×720@24fps,三处捷径共用条目)\\\\n- - 触发时机:每处捷径首次开启时各播放一次(每局合计至多 3 次)\\\\n- - 内容与角色场景:旧区墙面滑开检修暗道,光带沿暗道贯通到后区,研究员回望新旧两条路径的分岔\\\\n- - 资产对应:捷径门、园区与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接继续(捷径开启状态保持);自然播完 → 继续探索\\\\n- - 状态一致:播放期间模拟时间冻结;不提前泄露未开启捷径\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 旧区墙面滑开检修暗道,光带沿暗道贯通到后区,研究员回望新旧两条路径的分岔\\\\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(捷径开启状态保持),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\"}",
|
| 29 |
+
"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792391586971-021ychpeujcn.mp4\"]}",
|
| 30 |
+
"failCode": null,
|
| 31 |
+
"failMsg": null,
|
| 32 |
+
"costTime": 344,
|
| 33 |
+
"completeTime": 1792391588078,
|
| 34 |
+
"createTime": 1792391244207,
|
| 35 |
+
"creditsConsumed": 205.0,
|
| 36 |
+
"operationType": "bytedance/seedance-2",
|
| 37 |
+
"response": {
|
| 38 |
+
"resultUrls": [
|
| 39 |
+
"https://tempfile.aiquickdraw.com/seedance/1792391586971-021ychpeujcn.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: G015_garden_revival\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:地下植物园复苏记录——封存的地下植物园因供电衰减根系通路逐渐枯死,复苏计划只剩最后一个维护窗口。\\\\n- - W02 场景所在地:地下植物园三层园区(地面层花圃平台、藤蔓层悬吊栈道、根系深处黑暗溶腔),层间以能力门禁与捷径暗道相连。\\\\n- - W03 玩家身份与当前任务动机:玩家是植物园维护研究员,携带复苏工具箱下潜;动机是找回三项维护能力(冲刺靴/二段跳簧/抓壁爪),在最深处终点重启生长核心,让花园重新复苏。\\\\n- - W04 失败代价与结局表达:无全局死亡——坠落只打断节奏;放弃或重开=复苏记录中止(C04 失败意象);成功=生长核心重启、复苏波沿园区扩散(C04 胜利意象)。\\\\n- - W05 叙事来源:能力节点=封存的维护装备舱;三类门禁=裂隙封印/高台封印/光壁封印(对应能力符号);光合晶=植物储能结晶;存档终端=园区记录仪;检查点=生长灯标;捷径=后区能力打开的检修暗道。全部原创。\\\\n- - W06 视觉风格与色彩材质:地下生态暖光风;主色=生长绿 #7FBF6A、晶蓝 #7FD8E8、岩褐 #8A7A66、灯标橙 #E4762C、深腔紫 #4A4E6F;材质为藤蔓、湿岩、发光苔藓与玻璃晶格。\\\\n- - W07 环境氛围与声音语言:植物呼吸与水滴为底;音效语言为「能力绽放+封印提示+冲刺风切+蹬壁抓附+捷径开启+复苏波」,全部音效按 §9 F06 冻结清单交付;混音优先级:区间重置与复苏波 > 能力/门禁反馈 > 收集 > 环境底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代枯萎园区与复苏目标 → 能力获得视频(C02)承载装备重启节拍 → 捷径视频(C03)承载回访叙事 → 结算视频(C04)收束;叙事提示不阻断控制、不改变数值。\\\\n- - F01 视角与镜头:固定朝向 2.5D 侧视跟随(FEEL01/AUD10),角色前方 ≥ 屏宽 35%;不切第三人称;镜头平滑阻尼 0.08 秒;边界=园区包围盒;「减少动态效果」关闭镜头抖动与剧烈旋转。\\\\n- - F04 环境常驻效果:发光苔藓呼吸、藤蔓摆动、水滴下落、检查点灯标呼吸光。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 暗道回响\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: 旧区墙面滑开检修暗道,光带沿暗道贯通到后区,研究员回望新旧两条路径的分岔\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 暗道回响(Event,5 秒×3,1280×720@24fps,三处捷径共用条目)\\\\n- - 触发时机:每处捷径首次开启时各播放一次(每局合计至多 3 次)\\\\n- - 内容与角色场景:旧区墙面滑开检修暗道,光带沿暗道贯通到后区,研究员回望新旧两条路径的分岔\\\\n- - 资产对应:捷径门、园区与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接继续(捷径开启状态保持);自然播完 → 继续探索\\\\n- - 状态一致:播放期间模拟时间冻结;不提前泄露未开启捷径\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 旧区墙面滑开检修暗道,光带沿暗道贯通到后区,研究员回望新旧两条路径的分岔\\\\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(���径开启状态保持),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\"}"
|
| 44 |
+
},
|
| 45 |
+
"result_url": "https://tempfile.aiquickdraw.com/seedance/1792391586971-021ychpeujcn.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G015_cg_003__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G015_cg_003__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 2992834,
|
| 49 |
+
"video_bytes": 1300671,
|
| 50 |
+
"credits_consumed": 205.0,
|
| 51 |
+
"finished_at": "2026-10-19T06:33:21.178036+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/G015_garden_revival/assets/cg_video/G015_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 sha256:0d48427a7579e0054411471098a4b768c8cf2d062eb34dfe083da3bb5568ab72
|
| 3 |
+
size 1300671
|
outputs/G015_garden_revival/assets/cg_video/G015_cg_004/meta_seedance.json
ADDED
|
@@ -0,0 +1,54 @@
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| 1 |
+
{
|
| 2 |
+
"task_id_input": "G015_cg_004",
|
| 3 |
+
"game_id": "G015_garden_revival",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
+
"prompt_sha256": "80c27b5aac2dcfa822f1fe4a58252ee2384a04a8e40834e3f98f0e645a363a21",
|
| 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: G015_garden_revival\nWorld and visual bible:\n- - W01 世界与时代背景:地下植物园复苏记录——封存的地下植物园因供电衰减根系通路逐渐枯死,复苏计划只剩最后一个维护窗口。\n- - W02 场景所在地:地下植物园三层园区(地面层花圃平台、藤蔓层悬吊栈道、根系深处黑暗溶腔),层间以能力门禁与捷径暗道相连。\n- - W03 玩家身份与当前任务动机:玩家是植物园维护研究员,携带复苏工具箱下潜;动机是找回三项维护能力(冲刺靴/二段跳簧/抓壁爪),在最深处终点重启生长核心,让花园重新复苏。\n- - W04 失败代价与结局表达:无全局死亡——坠落只打断节奏;放弃或重开=复苏记录中止(C04 失败意象);成功=生长核心重启、复苏波沿园区扩散(C04 胜利意象)。\n- - W05 叙事来源:能力节点=封存的维护装备舱;三类门禁=裂隙封印/高台封印/光壁封印(对应能力符号);光合晶=植物储能结晶;存档终端=园区记录仪;检查点=生长灯标;捷径=后区能力打开的检修暗道。全部原创。\n- - W06 视觉风格与色彩材质:地下生态暖光风;主色=生长绿 #7FBF6A、晶蓝 #7FD8E8、岩褐 #8A7A66、灯标橙 #E4762C、深腔紫 #4A4E6F;材质为藤蔓、湿岩、发光苔藓与玻璃晶格。\n- - W07 环境氛围与声音语言:植物呼吸与水滴为底;音效语言为「能力绽放+封印提示+冲刺风切+蹬壁抓附+捷径开启+复苏波」,全部音效按 §9 F06 冻结清单交付;混音优先级:区间重置与复苏波 > 能力/门禁反馈 > 收集 > 环境底噪。\n- - W08 故事表达方式:开场视频(C01)交代枯萎园区与复苏目标 → 能力获得视频(C02)承载装备重启节拍 → 捷径视频(C03)承载回访叙事 → 结算视频(C04)收束;叙事提示不阻断控制、不改变数值。\n- - F01 视角与镜头:固定朝向 2.5D 侧视跟随(FEEL01/AUD10),角色前方 ≥ 屏宽 35%;不切第三人称;镜头平滑阻尼 0.08 秒;边界=园区包围盒;「减少动态效果」关闭镜头抖动与剧烈旋转。\n- - F04 环境常驻效果:发光苔藓呼吸、藤蔓摆动、水滴下落、检查点灯标呼吸光。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 复苏波\nPurpose: create the Ending cinematic and satisfy the referenced game contract C04.\nSource visual requirement: 成败双意象:胜利=生长核心重启、复苏波沿三层园区扩散、植物逐层回绿、记录仪写下完成;失败=只读快照展示后园区光点收拢、记录仪合上\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C04 复苏波(Ending,6 秒,1280×720@24fps,成败共用双意象)\n- - 触发时机:V01 成立、结算面板出现之前,每局一次;放弃/重开走失败意象\n- - 内容与角色场景:胜利意象=生长核心重启、复苏波沿三层园区扩散、植物逐层回绿、研究员记录仪写下完成;失败意象=只读快照展示后园区光点收拢、记录仪合上\n- - 资产对应:研究员、生长核心、园区与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入结算面板;自然播完 → 进入结算面板\n- - 状态一致:仅在真实 V01 或主动重开后触发;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: 成败双意象:胜利=生长核心重启、复苏波沿三层园区扩散、植物逐层回绿、记录仪写下完成;失败=只读快照展示后园区光点收拢、记录仪合上\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: 直接进入结算面板\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": "2026-10-19T06:33:21.746628+00:00",
|
| 23 |
+
"task_id": "5774e9cb7b2a7f58a0b3e0c38b91ec7e",
|
| 24 |
+
"status_response": {
|
| 25 |
+
"taskId": "5774e9cb7b2a7f58a0b3e0c38b91ec7e",
|
| 26 |
+
"model": "bytedance/seedance-2",
|
| 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: G015_garden_revival\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:地下植物园复苏记录——封存的地下植物园因供电衰减根系通路逐渐枯死,复苏计划只剩最后一个维护窗口。\\\\n- - W02 场景所在地:地下植物园三层园区(地面层花圃平台、藤蔓层悬吊栈道、根系深处黑暗溶腔),层间以能力门禁与捷径暗道相连。\\\\n- - W03 玩家身份与当前任务动机:玩家是植物园维护研究员,携带复苏工具箱下潜;动机是找回三项维护能力(冲刺靴/二段跳簧/抓壁爪),在最深处终点重启生长核心,让花园重新复苏。\\\\n- - W04 失败代价与结局表达:无全局死亡——坠落只打断节奏;放弃或重开=复苏记录中止(C04 失败意象);成功=生长核心重启、复苏波沿园区扩散(C04 胜利意象)。\\\\n- - W05 叙事来源:能力节点=封存的维护装备舱;三类门禁=裂隙封印/高台封印/光壁封印(对应能力符号);光合晶=植物储能结晶;存档终端=园区记录仪;检查点=生长灯标;捷径=后区能力打开的检修暗道。全部原创。\\\\n- - W06 视觉风格与色彩材质:地下生态暖光风;主色=生长绿 #7FBF6A、晶蓝 #7FD8E8、岩褐 #8A7A66、灯标橙 #E4762C、深腔紫 #4A4E6F;材质为藤蔓、湿岩、发光苔藓与玻璃晶格。\\\\n- - W07 环境氛围与声音语言:植物呼吸与水滴为底;音效语言为「能力绽放+封印提示+冲刺风切+蹬壁抓附+捷径开启+复苏波」,全部音效按 §9 F06 冻结清单交付;混音优先级:区间重置与复苏波 > 能力/门禁反馈 > 收集 > 环境底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代枯萎园区与复苏目标 → 能力获得视频(C02)承载装备重启节拍 → 捷径视频(C03)承载回访叙事 → 结算视频(C04)收束;叙事提示不阻断控制、不改变数值。\\\\n- - F01 视角与镜头:固定朝向 2.5D 侧视跟随(FEEL01/AUD10),角色前方 ≥ 屏宽 35%;不切第三人称;镜头平滑阻尼 0.08 秒;边界=园区包围盒;「减少动态效果」关闭镜头抖动与剧烈旋转。\\\\n- - F04 环境常驻效果:发光苔藓呼吸、藤蔓摆动、水滴下落、检查点灯标呼吸光。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 复苏波\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C04.\\\\nSource visual requirement: 成败双意象:胜利=生长核心重启、复苏波沿三层园区扩散、植物逐层回绿、记录仪写下完成;失败=只读快照展示后园区光点收拢、记录仪合上\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C04 复苏波(Ending,6 秒,1280×720@24fps,成败共用双意象)\\\\n- - 触发时机:V01 成立、结算面板出现之前,每局一次;放弃/重开走失败意象\\\\n- - 内容与角色场景:胜利意象=生长核心重启、复苏波沿三层园区扩散、植物逐层回绿、研究员记录仪写下完成;失败意象=只读快照展示后园区光点收拢、记录仪合上\\\\n- - 资产对应:研究员、生长核心、园区与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入结算面板;自然播完 → 进入结算面板\\\\n- - 状态一致:仅在真实 V01 或主动重开后触发;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: 成败双意象:胜利=生长核心重启、复苏波沿三层园区扩散、植物逐层回绿、记录仪写下完成;失败=只读快照展示后园区光点收拢、记录仪合上\\\\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入结算面板\\\\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 |
+
"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792391849456-ezha33snewe.mp4\"]}",
|
| 30 |
+
"failCode": null,
|
| 31 |
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"failMsg": null,
|
| 32 |
+
"costTime": 247,
|
| 33 |
+
"completeTime": 1792391850545,
|
| 34 |
+
"createTime": 1792391602797,
|
| 35 |
+
"creditsConsumed": 246.0,
|
| 36 |
+
"operationType": "bytedance/seedance-2",
|
| 37 |
+
"response": {
|
| 38 |
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"resultUrls": [
|
| 39 |
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"https://tempfile.aiquickdraw.com/seedance/1792391849456-ezha33snewe.mp4"
|
| 40 |
+
]
|
| 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: G015_garden_revival\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:地下植物园复苏记录——封存的地下植物园因供电衰减根系通路逐渐枯死,复苏计划只剩最后一个维护窗口。\\\\n- - W02 场景所在地:地下植物园三层园区(地面层花圃平台、藤蔓层悬吊栈道、根系深处黑暗溶腔),层间以能力门禁与捷径暗道相连。\\\\n- - W03 玩家身份与当前任务动机:玩家是植物园维护研究员,携带复苏工具箱下潜;动机是找回三项维护能力(冲刺靴/二段跳簧/抓壁爪),在最深处终点重启生长核心,让花园重新复苏。\\\\n- - W04 失败代价与结局表达:无全局死亡——坠落只打断节奏;放弃或重开=复苏记录中止(C04 失败意象);成功=生长核心重启、复苏波沿园区扩散(C04 胜利意象)。\\\\n- - W05 叙事来源:能力节点=封存的维护装备舱;三类门禁=裂隙封印/高台封印/光壁封印(对应能力符号);光合晶=植物储能结晶;存档终端=园区记录仪;检查点=生长灯标;捷径=后区能力打开的检修暗道。全部原创。\\\\n- - W06 视觉风格与色彩材质:地下生态暖光风;主色=生长绿 #7FBF6A、晶蓝 #7FD8E8、岩褐 #8A7A66、灯标橙 #E4762C、深腔紫 #4A4E6F;材质为藤蔓、湿岩、发光苔藓与玻璃晶格。\\\\n- - W07 环境氛围与声音语言:植物呼吸与水滴为底;音效语言为「能力绽放+封印提示+冲刺风切+蹬壁抓附+捷径开启+复苏波」,全部音效按 §9 F06 冻结清单交付;混音优先级:区间重置与复苏波 > 能力/门禁反馈 > 收集 > 环境底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代枯萎园区与复苏目标 → 能力获得视频(C02)承载装备重启节拍 → 捷径视频(C03)承载回访叙事 → 结算视频(C04)收束;叙事提示不阻断控制、不改变数值。\\\\n- - F01 视角与镜头:固定朝向 2.5D 侧视跟随(FEEL01/AUD10),角色前方 ≥ 屏宽 35%;不切第三人称;镜头平滑阻尼 0.08 秒;边界=园区包围盒;「减少动态效果」关闭镜头抖动与剧烈旋转。\\\\n- - F04 环境常驻效果:发光苔藓呼吸、藤蔓摆动、水滴下落、检查点灯标呼吸光。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 复苏波\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C04.\\\\nSource visual requirement: 成败双意象:胜利=生长核心重启、复苏波沿三层园区扩散、植物逐层回绿、记录仪写下完成;失败=只读快照展示后园区光点收拢、记录仪合上\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C04 复苏波(Ending,6 秒,1280×720@24fps,成败共用双意象)\\\\n- - 触发时机:V01 成立、结算面板出现之前,每局一次;放弃/重开走失败意象\\\\n- - 内容与角色场景:胜利意象=生长核心重启、复苏波沿三层园区扩散、植物逐层回绿、研究员记录仪写下完成;失败意象=只读快照展示后园区光点收拢、记录仪合上\\\\n- - 资产对应:研究员、生长核心、园区与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入结算面板;自然播完 → 进入结算面板\\\\n- - 状态一致:仅在真实 V01 或主动重开后触发;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: 成败双意象:胜利=生长核心重启、复苏波沿三层园区扩散、植物逐层回绿、记录仪写下完成;失败=只读快照展示后园区光点收拢、记录仪合上\\\\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入结算面板\\\\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/1792391849456-ezha33snewe.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G015_cg_004__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G015_cg_004__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 5048445,
|
| 49 |
+
"video_bytes": 2897098,
|
| 50 |
+
"credits_consumed": 246.0,
|
| 51 |
+
"finished_at": "2026-10-19T06:37:38.386463+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/G015_garden_revival/assets/cg_video/G015_cg_004/video_seedance.mp4
ADDED
|
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:0ec5b8d6a4c1a82ef3c7c5cda3119ec3ecb1390a2f20a2d80373308d14bbd2b3
|
| 3 |
+
size 2897098
|