Upload Seedance CG videos for G022_isle_comm_nodes

#188
outputs/G022_isle_comm_nodes/assets/cg_video/G022_cg_001/meta_seedance.json ADDED
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+ {
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+ "task_id_input": "G022_cg_001",
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+ "game_id": "G022_isle_comm_nodes",
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+ "model": "bytedance/seedance-2",
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+ "prompt_schema": "cg_video_prompt.v1",
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+ "prompt_sha256": "077359e9da9fd1941bdf95843d06c741fc625d532c8c8e73cb744f0290ae6cda",
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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: G022_isle_comm_nodes\nWorld and visual bible:\n- - W01 世界与时代背景:浮岛通信静默期——链路群岛的通信节点被敌军接二连三切断,守备队必须在静默窗口内夺回节点。\n- - W02 场景所在地:单张浮岛遭遇图(双登陆翼与中央三节点),节点间以吊桥与草甸相连。\n- - W03 玩家身份与当前任务动机:玩家是浮岛守备队队长;动机是部署哨卫、游侠与支援,在视野与草丛遮蔽下夺回 3 个通信节点或歼灭敌军。\n- - W04 失败代价与结局表达:胜利=节点重联、链路灯次第亮起(C03 胜利意象);失败=守备队失联、静默期延长(C03 失败意象);40 回合末按节点数区分胜负原因。\n- - W05 叙事来源:哨卫=链路重装卫;游侠=草甸斥候;支援=信号军医;通信节点=群岛中继塔;草丛=浮岛高草甸。全部原创。\n- - W06 视觉风格与色彩材质:明亮草甸与浮空岩风;主色=草甸绿 #7FBF6A、浮岩灰白 #DCE6EA、信号蓝 #4A6F8C、重装铁褐 #8A7A66、警报橙 #E4762C;材质为藤编、轻甲、发光中继。\n- - W07 环境氛围与声音语言:浮岛风与远处海浪为底;音效语言为「回合开始+迷雾揭示+占点环+治疗脉冲+单位倒地+终局号角」,全部音效按 §9 F06 冻结清单交付;混音优先级:终局与全灭警报 > 占点/揭示 > 战斗 > 环境风浪。\n- - W08 故事表达方式:开场视频(C01)交代静默期与节点目标 → 争夺视频(C02)承载首处归属变更的过程叙事 → 结算视频(C03)胜负双意象收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局。\n- - F01 视角与镜头:俯视/等距相机支持回合开始聚焦目标节点,移动单位不触发自动追镜(FEEL01);相机重置仅在明确切场/复位时,不穿过遮挡体或泄露视野外信息。\n- - F04 环境常驻效果:浮岛云层流动、草甸摇曳、节点塔呼吸灯、草丛风摆。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 静默链路\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: 浮岛链路全景:三座中继塔的信号灯逐一熄灭,守备队从双登陆翼登岛,镜头推向中央节点群;无剪辑、无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 静默链路(Opening,5 秒,1280×720@24fps)\n- - 触发时机:首次由标题进入部署界面之前,每局一次\n- - 内容与角色场景:浮岛链路全景——三座中继塔的信号灯逐一熄灭,守备队从双登陆翼登岛,镜头推向中央节点群\n- - 资产对应:哨卫/游侠/支援、通信节点与游戏内模型/贴图同源设计\n- - 可跳过:Enter/Space 或跳过按钮 → 直接进入部署界面;自然播完 → 进入部署界面\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: 浮岛链路全景:三座中继塔的信号灯逐一熄灭,守备队从双登陆翼登岛,镜头推向中央节点群;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: 直接进入部署界面,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": "2026-10-19T06:51:08.525758+00:00",
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+ "task_id": "0e0eee9223cd4f844b063746db44e822",
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+ "status_response": {
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+ "taskId": "0e0eee9223cd4f844b063746db44e822",
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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: G022_isle_comm_nodes\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:浮岛通信静默期——链路群岛的通信节点被敌军接二连三切断,守备队必须在静默窗口内夺回节点。\\\\n- - W02 场景所在地:单张浮岛遭遇图(双登陆翼与中央三节点),节点间以吊桥与草甸相连。\\\\n- - W03 玩家身份与当前任务动机:玩家是浮岛守备队队长;动机是部署哨卫、游侠与支援,在视野与草丛遮蔽下夺回 3 个通信节点或歼灭敌军。\\\\n- - W04 失败代价与结局表达:胜利=节点重联、链路灯次第亮起(C03 胜利意象);失败=守备队失联、静默期延长(C03 失败意象);40 回合末按节点数区分胜负原因。\\\\n- - W05 叙事来源:哨卫=链路重装卫;游侠=草甸斥候;支援=信号军医;通信节点=群岛中继塔;草丛=浮岛高草甸。全部原创。\\\\n- - W06 视觉风格与色彩材质:明亮草甸与浮空岩风;主色=草甸绿 #7FBF6A、浮岩灰白 #DCE6EA、信号蓝 #4A6F8C、重装铁褐 #8A7A66、警报橙 #E4762C;材质为藤编、轻甲、发光中继。\\\\n- - W07 环境氛围与声音语言:浮岛风与远处海浪为底;音效语言为「回合开始+迷雾揭示+占点环+治疗脉冲+单位倒地+终局号角」,全部音效按 §9 F06 冻结清单交付;混音优先级:终局与全灭警报 > 占点/揭示 > 战斗 > 环境风浪。\\\\n- - W08 故事表达方式:开场视频(C01)交代静默期与节点目标 → 争夺视频(C02)承载首处归属变更的过程叙事 → 结算视频(C03)胜负双意象收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局。\\\\n- - F01 视角与镜头:俯视/等距相机支持回合开始聚焦目标节点,移动单位不触发自动追镜(FEEL01);相机重置仅在明确切场/复位时,不穿过遮挡体或泄露视野外信息。\\\\n- - F04 环境常驻效果:浮岛云层流动、草甸摇曳、节点塔呼吸灯、草丛风摆。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 静默链路\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 浮岛链路全景:三座中继塔的信号灯逐一熄灭,守备队从双登陆翼登岛,镜头推向中央节点群;无剪辑、无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 静默链路(Opening,5 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入部署界面之前,每局一次\\\\n- - 内容与角色场景:浮岛链路全景——三座中继塔的信号灯逐一熄灭,守备队从双登陆翼登岛,镜头推向中央节点群\\\\n- - 资产对应:哨卫/游侠/支援、通信节点与游戏内模型/贴图同源设计\\\\n- - 可跳过:Enter/Space 或跳过按钮 → 直接进入部署界面;自然播完 → 进入部署界面\\\\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: 浮岛链路全景:三座中继塔的信号灯逐一熄灭,守备队从双登陆翼登岛,镜头推向中央节点群;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: 直接进入部署界面,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/1792392882740-mc0xc9hwn4s.mp4\"]}",
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+ "operationType": "bytedance/seedance-2",
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+ "https://tempfile.aiquickdraw.com/seedance/1792392882740-mc0xc9hwn4s.mp4"
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+ "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: G022_isle_comm_nodes\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:浮岛通信静默期——链路群岛的通信节点被敌军接二连三切断,守备队必须在静默窗口内夺回节点。\\\\n- - W02 场景所在地:单张浮岛遭遇图(双登陆翼与中央三节点),节点间以吊桥与草甸相连。\\\\n- - W03 玩家身份与当前任务动机:玩家是浮岛守备队队长;动机是部署哨卫、游侠与支援,在视野与草丛遮蔽下夺回 3 个通信节点或歼灭敌军。\\\\n- - W04 失败代价与结局表达:胜利=节点重联、链路灯次第亮起(C03 胜利意象);失败=守备队失联、静默期延长(C03 失败意象);40 回合末按节点数区分胜负原因。\\\\n- - W05 叙事来源:哨卫=链路重装卫;游侠=草甸斥候;支援=信号军医;通信节点=群岛中继塔;草丛=浮岛高草甸。全部原创。\\\\n- - W06 视觉风格与色彩材质:明亮草甸与浮空岩风;主色=草甸绿 #7FBF6A、浮岩灰白 #DCE6EA、信号蓝 #4A6F8C、重装铁褐 #8A7A66、警报橙 #E4762C;材质为藤编、轻甲、发光中继。\\\\n- - W07 环境氛围与声音语言:浮岛风与远处海浪为底;音效语言为「回合开始+迷雾揭示+占点环+治疗脉冲+单位倒地+终局号角」,全部音效按 §9 F06 冻结清单交付;混音优先级:终局与全灭警报 > 占点/揭示 > 战斗 > 环境风浪。\\\\n- - W08 故事表达方式:开场视频(C01)交代静默期与节点目标 → 争夺视频(C02)承载首处归属变更的过程叙事 → 结算视频(C03)胜负双意象收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局。\\\\n- - F01 视角与镜头:俯视/等距相机支持回合开始聚焦目标节点,移动单位不触发自动追镜(FEEL01);相机重置仅在明确切场/复位时,不穿过遮挡体或泄露视野外信息。\\\\n- - F04 环境常驻效果:浮岛云层流动、草甸摇曳、节点塔呼吸灯、草丛风摆。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 静默链路\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 浮岛链路全景:三座中继塔的信号灯逐一熄灭,守备队从双登陆翼登岛,镜头推向中央节点群;无剪辑、无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 静默链路(Opening,5 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入部署界面之前,每局一次\\\\n- - 内容与角色场景:浮岛链路全景——三座中继塔的信号灯逐一熄灭,守备队从双登陆翼登岛,镜头推向中央节点群\\\\n- - 资产对应:哨卫/游侠/支援、通信节点与游戏内模型/贴图同源设计\\\\n- - 可跳过:Enter/Space 或跳过按钮 → 直接进入部署界面;自然播完 → 进入部署界面\\\\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: 浮岛链路全景:三座中继塔的信号灯逐一熄灭,守备队从双登陆翼登岛,镜头推向中央节点群;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: 直接进入部署界面,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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+ },
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+ "result_url": "https://tempfile.aiquickdraw.com/seedance/1792392882740-mc0xc9hwn4s.mp4",
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+ "native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G022_cg_001__seedance20.native.mp4",
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+ "video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G022_cg_001__seedance20.mp4",
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+ "finished_at": "2026-10-19T06:54:55.578902+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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+ {
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+ "task_id_input": "G022_cg_002",
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+ "game_id": "G022_isle_comm_nodes",
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+ "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: G022_isle_comm_nodes\nWorld and visual bible:\n- - W01 世界与时代背景:浮岛通信静默期——链路群岛的通信节点被敌军接二连三切断,守备队必须在静默窗口内夺回节点。\n- - W02 场景所在地:单张浮岛遭遇图(双登陆翼与中央三节点),节点间以吊桥与草甸相连。\n- - W03 玩家身份与当前任务动机:玩家是浮岛守备队队长;动机是部署哨卫、游侠与支援,在视野与草丛遮蔽下夺回 3 个通信节点或歼灭敌军。\n- - W04 失败代价与结局表达:胜利=节点重联、链路灯次第亮起(C03 胜利意象);失败=守备队失联、静默期延长(C03 失败意象);40 回合末按节点数区分胜负原因。\n- - W05 叙事来源:哨卫=链路重装卫;游侠=草甸斥候;支援=信号军医;通信节点=群岛中继塔;草丛=浮岛高草甸。全部原创。\n- - W06 视觉风格与色彩材质:明亮草甸与浮空岩风;主色=草甸绿 #7FBF6A、浮岩灰白 #DCE6EA、信号蓝 #4A6F8C、重装铁褐 #8A7A66、警报橙 #E4762C;材质为藤编、轻甲、发光中继。\n- - W07 环境氛围与声音语言:浮岛风与远处海浪为底;音效语言为「回合开始+迷雾揭示+占点环+治疗脉冲+单位倒地+终局号角」,全部音效按 §9 F06 冻结清单交付;混音优先级:终局与全灭警报 > 占点/揭示 > 战斗 > 环境风浪。\n- - W08 故事表达方式:开场视频(C01)交代静默期与节点目标 → 争夺视频(C02)承载首处归属变更的过程叙事 → 结算视频(C03)胜负双意象收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局。\n- - F01 视角与镜头:俯视/等距相机支持回合开始聚焦目标节点,移动单位不触发自动追镜(FEEL01);相机重置仅在明确切场/复位时,不穿过遮挡体或泄露视野外信息。\n- - F04 环境常驻效果:浮岛云层流动、草甸摇曳、节点塔呼吸灯、草丛风摆。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Event\nName: 争夺中继\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\nSource visual requirement: 占点环满 5 段的瞬间,节点塔换旗、涟漪沿链路扩散到相邻节点,驻留单位举旗示意\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 争夺中继(Event,5 秒,1280×720@24fps)\n- - 触发时机:每局首次节点归属变更(任一节点首次换旗)时,每局一次\n- - 内容与角色场景:占点环满 5 段的瞬间,节点塔换旗、涟漪沿链路扩散到相邻节点,驻留单位举旗示意\n- - 资产对应:通信节点、驻留单位与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接继续回合(归属状态保持);自然播完 → 继续回合\n- - 状态一致:播放期间回合推进冻结,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: 占点环满 5 段的瞬间,节点塔换旗、涟漪沿链路扩散到相邻节点,驻留单位举旗示意\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: 直接继续回合(归属状态保持),播放期间回合推进冻结\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.",
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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": "2026-10-19T06:54:56.127566+00:00",
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+ "task_id": "d66cd32fa44e7770b3969e46480f9a21",
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+ "status_response": {
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+ "taskId": "d66cd32fa44e7770b3969e46480f9a21",
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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: G022_isle_comm_nodes\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:浮岛通信静默期——链路群岛的通信节点被敌军接二连三切断,守备队必须在静默窗口内夺回节点。\\\\n- - W02 场景所在地:单张浮岛遭遇图(双登陆翼与中央三节点),节点间以吊桥与草甸相连。\\\\n- - W03 玩家身份与当前任务动机:玩家是浮岛守备队队长;动机是部署哨卫、游侠与支援,在视野与草丛遮蔽下夺回 3 个通信节点或歼灭敌军。\\\\n- - W04 失败代价与结局表达:胜利=节点重联、链路灯次第亮起(C03 胜利意象);失败=守备队失联、静默期延长(C03 失败意象);40 回合末按节点数区分胜负原因。\\\\n- - W05 叙事来源:哨卫=链路重装卫;游侠=草甸斥候;支援=信号军医;通信节点=群岛中继塔;草丛=浮岛高草甸。全部原创。\\\\n- - W06 视觉风格与色彩材质:明亮草甸与浮空岩风;主色=草甸绿 #7FBF6A、浮岩灰白 #DCE6EA、信号蓝 #4A6F8C、重装铁褐 #8A7A66、警报橙 #E4762C;材质为藤编、轻甲、发光中继。\\\\n- - W07 环境氛围与声音语言:浮岛风与远处海浪为底;音效语言为「回合开始+迷雾揭示+占点环+治疗脉冲+单位倒地+终局号角」,全部音效按 §9 F06 冻结清单交付;混音优先级:终局与全灭警报 > 占点/揭示 > 战斗 > 环境风浪。\\\\n- - W08 故事表达方式:开场视频(C01)交代静默期与节点目标 → 争夺视频(C02)承载首处归属变更的过程叙事 → 结算视频(C03)胜负双意象收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局。\\\\n- - F01 视角与镜头:俯视/等距相机支持回合开始聚焦目标节点,移动单位不触发自动追镜(FEEL01);相机重置仅在明确切场/复位时,不穿过遮挡体或泄露视野外信息。\\\\n- - F04 环境常驻效果:浮岛云层流动、草甸摇曳、节点塔呼吸灯、草丛风摆。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 争夺中继\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: 占点环满 5 段的瞬间,节点塔换旗、涟漪沿链路扩散到相邻节点,驻留单位举旗示意\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 争夺中继(Event,5 秒,1280×720@24fps)\\\\n- - 触发时机:每局首次节点归属变更(任一节点首次换旗)时,每局一次\\\\n- - 内容与角色场景:占点环满 5 段的瞬间,节点塔换旗、涟漪沿链路扩散到相邻节点,驻留单位举旗示意\\\\n- - 资产对应:通信节点、驻留单位与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接继续回合(归属状态保持);自然播完 → 继续回合\\\\n- - 状态一致:播放期间回合推进冻结,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: 占点环满 5 段的瞬间,节点塔换旗、涟漪沿链路扩散到相邻节点,驻留单位举旗示意\\\\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: 直接继续回合(归属状态保持),播放期间回合推进冻结\\\\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\"}",
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+ "resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792393207080-mi31weeanx.mp4\"]}",
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+ "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: G022_isle_comm_nodes\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:浮岛通信静默期——链路群岛的通信节点被敌军接二连三切断,守备队必须在静默窗口内夺回节点。\\\\n- - W02 场景所在地:单张浮岛遭遇图(双登陆翼与中央三节点),节点间以吊桥与草甸相连。\\\\n- - W03 玩家身份与当前任务动机:玩家是浮岛守备队队长;动机是部署哨卫、游侠与支援,在视野与草丛遮蔽下夺回 3 个通信节点或歼灭敌军。\\\\n- - W04 失败代价与结局表达:胜利=节点重联、链路灯次第亮起(C03 胜利意象);失败=守备队失联、静默期延长(C03 失败意象);40 回合末按节点数区分胜负原因。\\\\n- - W05 叙事来源:哨卫=链路重装卫;游侠=草甸斥候;支援=信号军医;通信节点=群岛中继塔;草丛=浮岛高草甸。全部原创。\\\\n- - W06 视觉风格与色彩材质:明亮草甸与浮空岩风;主色=草甸绿 #7FBF6A、浮岩灰白 #DCE6EA、信号蓝 #4A6F8C、重装铁褐 #8A7A66、警报橙 #E4762C;材质为藤编、轻甲、发光中继。\\\\n- - W07 环境氛围与声音语言:浮岛风与远处海浪为底;音效语言为「回合开始+迷雾揭示+占点环+治疗脉冲+单位倒地+终局号角」,全部音效按 §9 F06 冻结清单交付;混音优先级:终局与全灭警报 > 占点/揭示 > 战斗 > 环境风浪。\\\\n- - W08 故事表达方式:开场视频(C01)交代静默期与节点目标 → 争夺视频(C02)承载首处归属变更的过程叙事 → 结算视频(C03)胜负双意象收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局。\\\\n- - F01 视角与镜头:俯视/等距相机支持回合开始聚焦目标节点,移动单位不触发自动追镜(FEEL01);相机重置仅在明确切场/复位时,不穿过遮挡体或泄露视野外信息。\\\\n- - F04 环境常驻效果:浮岛云层流动、草甸摇曳、节点塔呼吸灯、草丛风摆。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 争夺中继\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: 占点环满 5 段的瞬间,节点塔换旗、涟漪沿链路扩散到相邻节点,驻留单位举旗示意\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 争夺中继(Event,5 秒,1280×720@24fps)\\\\n- - 触发时机:每局首次节点归属变更(任一节点首次换旗)时,每局一次\\\\n- - 内容与角色场景:占点环满 5 段的瞬间,节点塔换旗、涟漪沿链路扩散到相邻节点,驻留单位举旗示意\\\\n- - 资产对应:通信节点、驻留单位与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接继续回合(归属状态保持);自然播完 → 继续回合\\\\n- - 状态一致:播放期间回合推进冻结,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: 占点环满 5 段的瞬间,节点塔换旗、涟漪沿链路扩散到相邻节点,驻留单位举旗示意\\\\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: 直接继续回合(归属状态保持),播放期间回合推进冻结\\\\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\"}"
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+ },
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+ "result_url": "https://tempfile.aiquickdraw.com/seedance/1792393207080-mi31weeanx.mp4",
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+ "native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G022_cg_002__seedance20.native.mp4",
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+ "video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G022_cg_002__seedance20.mp4",
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+ "finished_at": "2026-10-19T07:00:18.120148+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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+ "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: G022_isle_comm_nodes\nWorld and visual bible:\n- - W01 世界与时代背景:浮岛通信静默期——链路群岛的通信节点被敌军接二连三切断,守备队必须在静默窗口内夺回节点。\n- - W02 场景所在地:单张浮岛遭遇图(双登陆翼与中央三节点),节点间以吊桥与草甸相连。\n- - W03 玩家身份与当前任务动机:玩家是浮岛守备队队长;动机是部署哨卫、游侠与支援,在视野与草丛遮蔽下夺回 3 个通信节点或歼灭敌军。\n- - W04 失败代价与结局表达:胜利=节点重联、链路灯次第亮起(C03 胜利意象);失败=守备队失联、静默期延长(C03 失败意象);40 回合末按节点数区分胜负原因。\n- - W05 叙事来源:哨卫=链路重装卫;游侠=草甸斥候;支援=信号军医;通信节点=群岛中继塔;草丛=浮岛高草甸。全部原创。\n- - W06 视觉风格与色彩材质:明亮草甸与浮空岩风;主色=草甸绿 #7FBF6A、浮岩灰白 #DCE6EA、信号蓝 #4A6F8C、重装铁褐 #8A7A66、警报橙 #E4762C;材质为藤编、轻甲、发光中继。\n- - W07 环境氛围与声音语言:浮岛风与远处海浪为底;音效语言为「回合开始+迷雾揭示+占点环+治疗脉冲+单位倒地+终局号角」,全部音效按 §9 F06 冻结清单交付;混音优先级:终局与全灭警报 > 占点/揭示 > 战斗 > 环境风浪。\n- - W08 故事表达方式:开场视频(C01)交代静默期与节点目标 → 争夺视频(C02)承载首处归属变更的过程叙事 → 结算视频(C03)胜负双意象收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局。\n- - F01 视角与镜头:俯视/等距相机支持回合开始聚焦目标节点,移动单位不触发自动追镜(FEEL01);相机重置仅在明确切场/复位时,不穿过遮挡体或泄露视野外信息。\n- - F04 环境常驻效果:浮岛云层流动、草甸摇曳、节点塔呼吸灯、草丛风摆。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 链路重联\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\nSource visual requirement: 胜负双意象:胜利=三节点信号灯重联点亮、链路光带贯穿浮岛、守备队旗帜升起;失败=节点灯熄灭、静默波纹扩散、守备队收拢残旗\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 链路重联(Ending,6 秒,1280×720@24fps,胜负共用双意象)\n- - 触发时机:V01 或 V02 成立、结算面板出现之前,每局一次\n- - 内容与角色场景:胜利意象=三节点信号灯重联点亮、链路光带贯穿浮岛、守备队旗帜升起;失败意象=节点灯熄灭、静默波纹扩散、守备队收拢残旗\n- - 资产对应:通信节点、守备队与游戏内模型同源\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: 胜负双意象:胜利=三节点信号灯重联点亮、链路光带贯穿浮岛、守备队旗帜升起;失败=节点灯熄灭、静默波纹扩散、守备队收拢残旗\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: 直接进入对应结算面板\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 6 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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