Upload Seedance CG videos for G023_supply_line_rescue
#189
by xiaotianqi05 - opened
- outputs/G023_supply_line_rescue/assets/cg_video/G023_cg_001/meta_seedance.json +54 -0
- outputs/G023_supply_line_rescue/assets/cg_video/G023_cg_001/video_seedance.mp4 +3 -0
- outputs/G023_supply_line_rescue/assets/cg_video/G023_cg_002/meta_seedance.json +54 -0
- outputs/G023_supply_line_rescue/assets/cg_video/G023_cg_002/video_seedance.mp4 +3 -0
- outputs/G023_supply_line_rescue/assets/cg_video/G023_cg_003/meta_seedance.json +54 -0
- outputs/G023_supply_line_rescue/assets/cg_video/G023_cg_003/video_seedance.mp4 +3 -0
outputs/G023_supply_line_rescue/assets/cg_video/G023_cg_001/meta_seedance.json
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{
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"task_id_input": "G023_cg_001",
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"game_id": "G023_supply_line_rescue",
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"model": "bytedance/seedance-2",
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"prompt_schema": "cg_video_prompt.v1",
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"prompt_sha256": "20927f65cb9768c2d23189f82a0a2ac4dc2f4ff7693c3d7441c56ce72b9f99b6",
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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: G023_supply_line_rescue\nWorld and visual bible:\n- - W01 世界与时代背景:雪线补给不能断——高山救援线的四段单线山道是冬季唯一通路,雪崩季的每一次封闭都可能让哨站断炊。\n- - W02 场景所在地:山区补给网络(山脚基地、三座高山哨站、四段单线山道,雪线之上云雾缭绕)。\n- - W03 玩家身份与当前任务动机:玩家是补给调度员;动机是在 600 秒救援窗口内分配三辆运输车,在道路中断与有限库存下维持三站补给。\n- - W04 失败代价与结局表达:成功=三站撑过 600 秒、救援窗口关闭(C03 胜利意象);失败=断供/结算库存不足、雪线封锁(C03 失败意象);死锁重排是实现红线不作叙事包装。\n- - W05 叙事来源:运输车=高山骡队改装卡车;哨站=救援瞭望哨;单线边=凿壁栈道;中断=雪崩与塌方;路权=错车预约信号灯。全部原创。\n- - W06 视觉风格与色彩材质:高山雪线风;主色=雪白 #EAF2F8、岩蓝灰 #4A6F8C、信号橙 #E4762C、松绿 #6E8F5A、警示红 #C0392B;材质为风化岩、防滑链、帆布货箱。\n- - W07 环境氛围与声音语言:山风与远处雪崩闷响为底;音效语言为「派遣信号+路线封闭警示+改道提示+卸货信标+死锁重排警报」,全部音效按 §9 F06 冻结清单交付;混音优先级:断供/死锁警报 > 中断/改道 > 卸货/派遣 > 环境山风。\n- - W08 故事表达方式:开场视频(C01)交代雪线与救援目标 → 中断视频(C02)承载道路封闭的过程叙事 → 结算视频(C03)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:战略俯视相机支持线路聚焦和回到全局;改道预览采用平滑路径、不闪烁(FEEL01);相机重置仅在明确切场/复位时。\n- - F04 环境常驻效果:山道飘雪、云雾流动、哨站烟囱、车辆防滑链尘土。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 雪线补给令\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: 雪线山道全景:山脚基地灯火与三座哨站的烟囱遥相呼应,一队改装卡车挂上防滑链,镜头沿单线栈道推向云雾中的哨站;无剪辑、无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 雪线补给令(Opening,5 秒,1280×720@24fps)\n- - 触发时机:首次由标题进入开局之前,每局一次\n- - 内容与角色场景:雪线山道全景——山脚基地灯火与三座哨站的烟囱遥相呼应,一队改装卡车挂上防滑链,镜头沿单线栈道推向云雾中的哨站\n- - 资产对应:补给基地、运输车、哨站与游戏内模型/贴图同源设计\n- - 可跳过:Enter/Space 或跳过按钮 → 直接进入开局;自然播完 → 进入开局\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: 雪线山道全景:山脚基地灯火与三座哨站的烟囱遥相呼应,一队改装卡车挂上防滑链,镜头沿单线栈道推向云雾中的哨站;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: 直接进入开局,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": "2026-10-19T07:07:02.276463+00:00",
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"task_id": "2f36a098ddbebdec7587cfe5572a03f6",
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"status_response": {
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"taskId": "2f36a098ddbebdec7587cfe5572a03f6",
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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: G023_supply_line_rescue\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:雪线补给不能断——高山救援线的四段单线山道是冬季唯一通路,雪崩季的每一次封闭都可能让哨站断炊。\\\\n- - W02 场景所在地:山区补给网络(山脚基地、三座高山哨站、四段单线山道,雪线之上云雾缭绕)。\\\\n- - W03 玩家身份与当前任务动机:玩家是补给调度员;动机是在 600 秒救援窗口内分配三辆运输车,在道路中断与有限库存下维持三站补给。\\\\n- - W04 失败代价与结局表达:成功=三站撑过 600 秒、救援窗口关闭(C03 胜利意象);失败=断供/结算库存不足、雪线封锁(C03 失败意象);死锁重排是实现红线不作叙事包装。\\\\n- - W05 叙事来源:运输车=高山骡队改装卡车;哨站=救援瞭望哨;单线边=凿壁栈道;中断=雪崩与塌方;路权=错车预约信号灯。全部原创。\\\\n- - W06 视觉风格与色彩材质:高山雪线风;主色=雪白 #EAF2F8、岩蓝灰 #4A6F8C、信号橙 #E4762C、松绿 #6E8F5A、警示红 #C0392B;材质为风化岩、防滑链、帆布货箱。\\\\n- - W07 环境氛围与声音语言:山风与远处雪崩闷响为底;音效语言为「派遣信号+路线封闭警示+改道提示+卸货信标+死锁重排警报」,全部音效按 §9 F06 冻结清单交付;混音优先级:断供/死锁警报 > 中断/改道 > 卸货/派遣 > 环境山风。\\\\n- - W08 故事表达方式:开场视频(C01)交代雪线与救援目标 → 中断视频(C02)承载道路封闭的过程叙事 → 结算视频(C03)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:战略俯视相机支持线路聚焦和回到全局;改道预览采用平滑路径、不闪烁(FEEL01);相机重置仅在明确切场/复位时。\\\\n- - F04 环境常驻效果:山道飘雪、云雾流动、哨站烟囱、车辆防滑链尘土。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 雪线补给令\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 雪线山道全景:山脚基地灯火与三座哨站的烟囱遥相呼应,一队改装卡车挂上防滑链,镜头沿单线栈道推向云雾中的哨站;无剪辑、无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 雪线补给令(Opening,5 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入开局之前,每局一次\\\\n- - 内容与角色场景:雪线山道全景——山脚基地灯火与三座哨站的烟囱遥相呼应,一队改装卡车挂上防滑链,镜头沿单线栈道推向云雾中的哨站\\\\n- - 资产对应:补给基地、运输车、哨站与游戏内模型/贴图同源设计\\\\n- - 可跳过:Enter/Space 或跳过按钮 → 直接进入开局;自然播完 → 进入开局\\\\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: 雪线山道全景:山脚基地灯火与三座哨站的烟囱遥相呼应,一队改装卡车挂上防滑链,镜头沿单线栈道推向云雾中的哨站;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: 直接进入开局,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/1792393841814-6cdyy50y0fu.mp4\"]}",
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"failCode": null,
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"failMsg": null,
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"costTime": 220,
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"completeTime": 1792393843045,
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"createTime": 1792393623330,
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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/1792393841814-6cdyy50y0fu.mp4"
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]
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},
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"successFlag": 1,
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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: G023_supply_line_rescue\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:雪线补给不能断——高山救援线的四段单线山道是冬季唯一通路,雪崩季的每一次封闭都可能让哨站断炊。\\\\n- - W02 场景所在地:山区补给网络(山脚基地、三座高山哨站、四段单线山道,雪线之上云雾缭绕)。\\\\n- - W03 玩家身份与当前任务动机:玩家是补给调度员;动机是在 600 秒救援窗口内分配三辆运输车,在道路中断与有限库存下维持三站补给。\\\\n- - W04 失败代价与结局表达:成功=三站撑过 600 秒、救援窗口关闭(C03 胜利意象);失败=断供/结算库存不足、雪线封锁(C03 失败意象);死锁重排是实现红线不作叙事包装。\\\\n- - W05 叙事来源:运输车=高山骡队改装卡车;哨站=救援瞭望哨;单线边=凿壁栈道;中断=雪崩与塌方;路权=错车预约信号灯。全部原创。\\\\n- - W06 视觉风格与色彩材质:高山雪线风;主色=雪白 #EAF2F8、岩蓝灰 #4A6F8C、信号橙 #E4762C、松绿 #6E8F5A、警示红 #C0392B;材质为风化岩、防滑链、帆布货箱。\\\\n- - W07 环境氛围与声音语言:山风与远处雪崩闷响为底;音效语言为「派遣信号+路线封闭警示+改道提示+卸货信标+死锁重排警报」,全部音效按 §9 F06 冻结清单交付;混音优先级:断供/死锁警报 > 中断/改道 > 卸货/派遣 > 环境山风。\\\\n- - W08 故事表达方式:开场视频(C01)交代雪线与救援目标 → 中断视频(C02)承载道路封闭的过程叙事 → 结算视频(C03)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:战略俯视相机支持线路聚焦和回到全局;改道预览采用平滑路径、不闪烁(FEEL01);相机重置仅在明确切场/复位时。\\\\n- - F04 环境常驻效果:山道飘雪、云雾流动、哨站烟囱、车辆防滑链尘土。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 雪线补给令\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 雪线山道全景:山脚基地灯火与三座哨站的烟囱遥相呼应,一队改装卡车挂上防滑链,镜头沿单线栈道推向云雾中的哨站;无剪辑、无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 雪线补给令(Opening,5 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入开局之前,每局一次\\\\n- - 内容与角色场景:雪线山道全景——山脚基地灯火与三座哨站的烟囱遥相呼应,一队改装卡车挂上防滑链,镜头沿单线栈道推向云雾中的哨站\\\\n- - 资产对应:补给基地、运输车、哨站与游戏内模型/贴图同源设计\\\\n- - 可跳过:Enter/Space 或跳过按钮 → 直接进入开局;自然播完 → 进入开局\\\\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: 雪线山道全景:山脚基地灯火与三座哨站的烟囱遥相呼应,一队改装卡车挂上防滑链,镜头沿单线栈道推向云雾中的哨站;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: 直接进入开局,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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| 45 |
+
"result_url": "https://tempfile.aiquickdraw.com/seedance/1792393841814-6cdyy50y0fu.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G023_cg_001__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G023_cg_001__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 2694328,
|
| 49 |
+
"video_bytes": 1285984,
|
| 50 |
+
"credits_consumed": 205.0,
|
| 51 |
+
"finished_at": "2026-10-19T07:10:51.939041+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/G023_supply_line_rescue/assets/cg_video/G023_cg_001/video_seedance.mp4
ADDED
|
@@ -0,0 +1,3 @@
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| 1 |
+
version https://git-lfs.github.com/spec/v1
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| 2 |
+
oid sha256:4f1d65f9500fa211ae4bb716602b47eb804e776869b7b3374e3519d27d7965cf
|
| 3 |
+
size 1285984
|
outputs/G023_supply_line_rescue/assets/cg_video/G023_cg_002/meta_seedance.json
ADDED
|
@@ -0,0 +1,54 @@
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| 1 |
+
{
|
| 2 |
+
"task_id_input": "G023_cg_002",
|
| 3 |
+
"game_id": "G023_supply_line_rescue",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
+
"prompt_sha256": "9bd6430a00a315d23c4c77e17df14c82d169799be64734d919c4b725db9a0070",
|
| 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: G023_supply_line_rescue\nWorld and visual bible:\n- - W01 世界与时代背景:雪线补给不能断——高山救援线的四段单线山道是冬季唯一通路,雪崩季的每一次封闭都可能让哨站断炊。\n- - W02 场景所在地:山区补给网络(山脚基地、三座高山哨站、四段单线山道,雪线之上云雾缭绕)。\n- - W03 玩家身份与当前任务动机:玩家是补给调度员;动机是在 600 秒救援窗口内分配三辆运输车,在道路中断与有限库存下维持三站补给。\n- - W04 失败代价与结局表达:成功=三站撑过 600 秒、救援窗口关闭(C03 胜利意象);失败=断供/结算库存不足、雪线封锁(C03 失败意象);死锁重排是实现红线不作叙事包装。\n- - W05 叙事来源:运输车=高山骡队改装卡车;哨站=救援瞭望哨;单线边=凿壁栈道;中断=雪崩与塌方;路权=错车预约信号灯。全部原创。\n- - W06 视觉风格与色彩材质:高山雪线风;主色=雪白 #EAF2F8、岩蓝灰 #4A6F8C、信号橙 #E4762C、松绿 #6E8F5A、警示红 #C0392B;材质为风化岩、防滑链、帆布货箱。\n- - W07 环境氛围与声音语言:山风与远处雪崩闷响为底;音效语言为「派遣信号+路线封闭警示+改道提示+卸货信标+死锁重排警报」,全部音效按 §9 F06 冻结清单交付;混音优先级:断供/死锁警报 > 中断/改道 > 卸货/派遣 > 环境山风。\n- - W08 故事表达方式:开场视频(C01)交代雪线与救援目标 → 中断视频(C02)承载道路封闭的过程叙事 → 结算视频(C03)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:战略俯视相机支持线路聚焦和回到全局;改道预览采用平滑路径、不闪烁(FEEL01);相机重置仅在明确切场/复位时。\n- - F04 环境常驻效果:山道飘雪、云雾流动、哨站烟囱、车辆防滑链尘土。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Event\nName: 雪崩封路\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\nSource visual requirement: 山壁雪崩倾泻而下吞没 A-B 栈道,红叉警示亮起,在途卡车驶离后调头寻找绕行路线,改道箭头沿备用边展开\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 雪崩封路(Event,5 秒,1280×720@24fps)\n- - 触发时机:每局首次道路封闭(t=180 秒雪崩)时,每局一次\n- - 内容与角色场景:山壁雪崩倾泻而下吞没 A-B 栈道,红叉警示亮起,在途卡车驶离后调头寻找绕行路线,改道箭头沿备用边展开\n- - 资产对应:单线路面、落石障碍、运输车与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接继续调度(封闭状态保持);自然播完 → 继续调度\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: 山壁雪崩倾泻而下吞没 A-B 栈道,红叉警示亮起,在途卡车驶离后调头寻找绕行路线,改道箭头沿备用边展开\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: 直接继续调度(封闭状态保持),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": "2026-10-19T07:10:52.502673+00:00",
|
| 23 |
+
"task_id": "3680fb55b64ad61626d92a4964a8959a",
|
| 24 |
+
"status_response": {
|
| 25 |
+
"taskId": "3680fb55b64ad61626d92a4964a8959a",
|
| 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: G023_supply_line_rescue\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:雪线补给不能断——高山救援线的四段单线山道是冬季唯一通路,雪崩季的每一次封闭都可能让哨站断炊。\\\\n- - W02 场景所在地:山区补给网络(山脚基地、三座高山哨站、四段单线山道,雪线之上云雾缭绕)。\\\\n- - W03 玩家身份与当前任务动机:玩家是补给调度员;动机是在 600 秒救援窗口内分配三辆运输车,在道路中断与有限库存下维持三站补给。\\\\n- - W04 失败代价与结局表达:成功=三站撑过 600 秒、救援窗口关闭(C03 胜利意象);失败=断供/结算库存不足、雪线封锁(C03 失败意象);死锁重排是实现红线不作叙事包装。\\\\n- - W05 叙事来源:运输车=高山骡队改装卡车;哨站=救援瞭望哨;单线边=凿壁栈道;中断=雪崩与塌方;路权=错车预约信号灯。全部原创。\\\\n- - W06 视觉风格与色彩材质:高山雪线风;主色=雪白 #EAF2F8、岩蓝灰 #4A6F8C、信号橙 #E4762C、松绿 #6E8F5A、警示红 #C0392B;材质为风化岩、防滑链、帆布货箱。\\\\n- - W07 环境氛围与声音语言:山风与远处雪崩闷响为底;音效语言为「派遣信号+路线封闭警示+改道提示+卸货信标+死锁重排警报」,全部音效按 §9 F06 冻结清单交付;混音优先级:断供/死锁警报 > 中断/改道 > 卸货/派遣 > 环境山风。\\\\n- - W08 故事表达方式:开场视频(C01)交代雪线与救援目标 → 中断视频(C02)承载道路封闭的过程叙事 → 结算视频(C03)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:战略俯视相机支持线路聚焦和回到全局;改道预览采用平滑路径、不闪烁(FEEL01);相机重置仅在明确切场/复位时。\\\\n- - F04 环境常驻效果:山道飘雪、云雾流动、哨站烟囱、车辆防滑链尘土。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 雪崩封路\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: 山壁雪崩倾泻而下吞没 A-B 栈道,红叉警示亮起,在途卡车驶离后调头寻找绕行路线,改道箭头沿备用边展开\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 雪崩封路(Event,5 秒,1280×720@24fps)\\\\n- - 触发时机:每局首次道路封闭(t=180 秒雪崩)时,每局一次\\\\n- - 内容与角色场景:山壁雪崩倾泻而下吞没 A-B 栈道,红叉警示亮起,在途卡车驶离后调头寻找绕行路线,改道箭头沿备用边展开\\\\n- - 资产对应:单线路面、落石障碍、运输车与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接继续调度(封闭状态保持);自然播完 → 继续调度\\\\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: 山壁雪崩倾泻而下吞没 A-B 栈道,红叉警示亮起,在途卡车驶离后调头寻找绕行路线,改道箭头沿备用边展开\\\\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: 直接继续调度(封闭状态保持),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/1792394065774-8isvyzw68b3.mp4\"]}",
|
| 30 |
+
"failCode": null,
|
| 31 |
+
"failMsg": null,
|
| 32 |
+
"costTime": 212,
|
| 33 |
+
"completeTime": 1792394066298,
|
| 34 |
+
"createTime": 1792393853542,
|
| 35 |
+
"creditsConsumed": 205.0,
|
| 36 |
+
"operationType": "bytedance/seedance-2",
|
| 37 |
+
"response": {
|
| 38 |
+
"resultUrls": [
|
| 39 |
+
"https://tempfile.aiquickdraw.com/seedance/1792394065774-8isvyzw68b3.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: G023_supply_line_rescue\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:雪线补给不能断——高山救援线的四段单线山道是冬季唯一通路,雪崩季的每一次封闭都可能让哨站断炊。\\\\n- - W02 场景所在地:山区补给网络(山脚基地、三座高山哨站、四段单线山道,雪线之上云雾缭绕)。\\\\n- - W03 玩家身份与当前任务动机:玩家是补给调度员;动机是在 600 秒救援窗口内分配三辆运输车,在道路中断与有限库存下维持三站补给。\\\\n- - W04 失败代价与结局表达:成功=三站撑过 600 秒、救援窗口关闭(C03 胜利意象);失败=断供/结算库存不足、雪线封锁(C03 失败意象);死锁重排是实现红线不作叙事包装。\\\\n- - W05 叙事来源:运输车=高山骡队改装卡车;哨站=救援瞭望哨;单线边=凿壁栈道;中断=雪崩与塌方;路权=错车预约信号灯。全部原创。\\\\n- - W06 视觉风格与色彩材质:高山雪线风;主色=雪白 #EAF2F8、岩蓝灰 #4A6F8C、信号橙 #E4762C、松绿 #6E8F5A、警示红 #C0392B;材质为风化岩、防滑链、帆布货箱。\\\\n- - W07 环境氛围与声音语言:山风与远处雪崩闷响为底;音效语言为「派遣信号+路线封闭警示+改道提示+卸货信标+死锁重排警报」,全部音效按 §9 F06 冻结清单交付;混音优先级:断供/死锁警报 > 中断/改道 > 卸货/派遣 > 环境山风。\\\\n- - W08 故事表达方式:开场视频(C01)交代雪线与救援目标 → 中断视频(C02)承载道路封闭的过程叙事 → 结算视频(C03)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:战略俯视相机支持线路聚焦和回到全局;改道预览采用平滑路径、不闪烁(FEEL01);相机重置仅在明确切场/复位时。\\\\n- - F04 环境常驻效果:山道飘雪、云雾流动、哨站烟囱、车辆防滑链尘土。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 雪崩封路\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: 山壁雪崩倾泻而下吞没 A-B 栈道,红叉警示亮起,在途卡车驶离后调头寻找绕行路线,改道箭头沿备用边展开\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 雪崩封路(Event,5 秒,1280×720@24fps)\\\\n- - 触发时机:每局首次道路封闭(t=180 秒雪崩)时,每局一次\\\\n- - 内容与角色场景:山壁雪崩倾泻而下吞没 A-B 栈道,红叉警示亮起,在途卡车驶离后调头寻找绕行路线,改道箭头沿备用边展开\\\\n- - 资产对应:单线路面、落石障碍、运输车与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接继续调度(封闭状态保持);自然播完 → 继续调度\\\\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: 山壁雪崩倾泻而下吞没 A-B 栈道,红叉警示亮起,在途卡车驶离后调头寻找绕行路线,改道箭头沿备用边展开\\\\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: 直接继续调度(封闭状态保持),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/1792394065774-8isvyzw68b3.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G023_cg_002__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G023_cg_002__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 3220385,
|
| 49 |
+
"video_bytes": 1731425,
|
| 50 |
+
"credits_consumed": 205.0,
|
| 51 |
+
"finished_at": "2026-10-19T07:14:40.800163+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/G023_supply_line_rescue/assets/cg_video/G023_cg_002/video_seedance.mp4
ADDED
|
@@ -0,0 +1,3 @@
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| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:37e7144f7958a177db9207f11ec8ad0ebf616388b4c963c2b7059875acf86b1c
|
| 3 |
+
size 1731425
|
outputs/G023_supply_line_rescue/assets/cg_video/G023_cg_003/meta_seedance.json
ADDED
|
@@ -0,0 +1,54 @@
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| 1 |
+
{
|
| 2 |
+
"task_id_input": "G023_cg_003",
|
| 3 |
+
"game_id": "G023_supply_line_rescue",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
+
"prompt_sha256": "9b6dc1d6babd9de1181618824fc1347a3aa68bc4bf6f39c8b05e35c3e8771ee4",
|
| 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: G023_supply_line_rescue\nWorld and visual bible:\n- - W01 世界与时代背景:雪线补给不能断——高山救援线的四段单线山道是冬季唯一通路,雪崩季的每一次封闭都可能让哨站断炊。\n- - W02 场景所在地:山区补给网络(山脚基地、三座高山哨站、四段单线山道,雪线之上云雾缭绕)。\n- - W03 玩家身份与当前任务动机:玩家是补给调度员;动机是在 600 秒救援窗口内分配三辆运输车,在道路中断与有限库存下维持三站补给。\n- - W04 失败代价与结局表达:成功=三站撑过 600 秒、救援窗口关闭(C03 胜利意象);失败=断供/结算库存不足、雪线封锁(C03 失败意象);死锁重排是实现红线不作叙事包装。\n- - W05 叙事来源:运输车=高山骡队改装卡车;哨站=救援瞭望哨;单线边=凿壁栈道;中断=雪崩与塌方;路权=错车预约信号灯。全部原创。\n- - W06 视觉风格与色彩材质:高山雪线风;主色=雪白 #EAF2F8、岩蓝灰 #4A6F8C、信号橙 #E4762C、松绿 #6E8F5A、警示红 #C0392B;材质为风化岩、防滑链、帆布货箱。\n- - W07 环境氛围与声音语言:山风与远处雪崩闷响为底;音效语言为「派遣信号+路线封闭警示+改道提示+卸货信标+死锁重排警报」,全部音效按 §9 F06 冻结清单交付;混音优先级:断供/死锁警报 > 中断/改道 > 卸货/派遣 > 环境山风。\n- - W08 故事表达方式:开场视频(C01)交代雪线与救援目标 → 中断视频(C02)承载道路封闭的过程叙事 → 结算视频(C03)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:战略俯视相机支持线路聚焦和回到全局;改道预览采用平滑路径、不闪烁(FEEL01);相机重置仅在明确切场/复位时。\n- - F04 环境常驻效果:山道飘雪、云雾流动、哨站烟囱、车辆防滑链尘土。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 救援窗口\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\nSource visual requirement: 胜负双意象:胜利=600 秒窗口关闭、三站信标同时亮起、车队在雪光中鸣笛;失败=哨站红光熄灭、雪线封锁、调度台灯收拢\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 救援窗口(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=600 秒窗口关闭、三站信标同时亮起、车队在雪光中鸣笛;失败意象=哨站红光熄灭、雪线封锁、调度台灯收拢\n- - 资产对应:哨站、运输车、基地与游戏内模型同源\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=600 秒窗口关闭、三站信标同时亮起、车队在雪光中鸣笛;失败=哨站红光熄灭、雪线封锁、调度台灯收拢\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.",
|
| 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": "2026-10-19T07:14:41.381844+00:00",
|
| 23 |
+
"task_id": "f9bf6e2e7cfbb76c6c53b4a3d6d475e0",
|
| 24 |
+
"status_response": {
|
| 25 |
+
"taskId": "f9bf6e2e7cfbb76c6c53b4a3d6d475e0",
|
| 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: G023_supply_line_rescue\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:雪线补给不能断——高山救援线的四段单线山道是冬季唯一通路,雪崩季的每一次封闭都可能让哨站断炊。\\\\n- - W02 场景所在地:山区补给网络(山脚基地、三座高山哨站、四段单线山道,雪线之上云雾缭绕)。\\\\n- - W03 玩家身份与当前任务动机:玩家是补给调度员;动机是在 600 秒救援窗口内分配三辆运输车,在道路中断与有限库存下维持三站补给。\\\\n- - W04 失败代价与结局表达:成功=三站撑过 600 秒、救援窗口关闭(C03 胜利意象);失败=断供/结算库存不足、雪线封锁(C03 失败意象);死锁重排是实现红线不作叙事包装。\\\\n- - W05 叙事来源:运输车=高山骡队改装卡车;哨站=救援瞭望哨;单线边=凿壁栈道;中断=雪崩与塌方;路权=错车预约信号灯。全部原创。\\\\n- - W06 视觉风格与色彩材质:高山雪线风;主色=雪白 #EAF2F8、岩蓝灰 #4A6F8C、信号橙 #E4762C、松绿 #6E8F5A、警示红 #C0392B;材质为风化岩、防滑链、帆布货箱。\\\\n- - W07 环境氛围与声音语言:山风与远处雪崩闷响为底;音效语言为「派遣信号+路线封闭警示+改道提示+卸货信标+死锁重排警报」,全部音效按 §9 F06 冻结清单交付;混音优先级:断供/死锁警报 > 中断/改道 > 卸货/派遣 > 环境山风。\\\\n- - W08 故事表达方式:开场视频(C01)交代雪线与救援目标 → 中断视频(C02)承载道路封闭的过程叙事 → 结算视频(C03)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:战略俯视相机支持线路聚焦和回到全局;改道预览采用平滑路径、不闪烁(FEEL01);相机重置仅在明确切场/复位时。\\\\n- - F04 环境常驻效果:山道飘雪、云雾流动、哨站烟囱、车辆防滑链尘土。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 救援窗口\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: 胜负双意象:胜利=600 秒窗口关闭、三站信标同时亮起、车队在雪光中鸣笛;失败=哨站红光熄灭、雪线封锁、调度台灯收拢\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 救援窗口(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=600 秒窗口关闭、三站信标同时亮起、车队在雪光中鸣笛;失败意象=哨站红光熄灭、雪线封锁、调度台灯收拢\\\\n- - 资产对应:哨站、运输车、基地与游戏内模型同源\\\\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=600 秒窗口关闭、三站信标同时亮起、车队在雪光中鸣笛;失败=哨站红光熄灭、雪线封锁、调度台灯收拢\\\\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入对应结算面板\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 6 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
|
| 29 |
+
"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792394285776-1xrcq5kdkw9.mp4\"]}",
|
| 30 |
+
"failCode": null,
|
| 31 |
+
"failMsg": null,
|
| 32 |
+
"costTime": 204,
|
| 33 |
+
"completeTime": 1792394286525,
|
| 34 |
+
"createTime": 1792394082426,
|
| 35 |
+
"creditsConsumed": 246.0,
|
| 36 |
+
"operationType": "bytedance/seedance-2",
|
| 37 |
+
"response": {
|
| 38 |
+
"resultUrls": [
|
| 39 |
+
"https://tempfile.aiquickdraw.com/seedance/1792394285776-1xrcq5kdkw9.mp4"
|
| 40 |
+
]
|
| 41 |
+
},
|
| 42 |
+
"successFlag": 1,
|
| 43 |
+
"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: G023_supply_line_rescue\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:雪线补给不能断——高山救援线的四段单线山道是冬季唯一通路,雪崩季的每一次封闭都可能让哨站断炊。\\\\n- - W02 场景所在地:山区补给网络(山脚基地、三座高山哨站、四段单线山道,雪线之上云雾缭绕)。\\\\n- - W03 玩家身份与当前任务动机:玩家是补给调度员;动机是在 600 秒救援窗口内分配三辆运输车,在道路中断与有限库存下维持三站补给。\\\\n- - W04 失败代价与结局表达:成功=三站撑过 600 秒、救援窗口关闭(C03 胜利意象);失败=断供/结算库存不足、雪线封锁(C03 失败意象);死锁重排是实现红线不作叙事包装。\\\\n- - W05 叙事来源:运输车=高山骡队改装卡车;哨站=救援瞭望哨;单线边=凿壁栈道;中断=雪崩与塌方;路权=错车预约信号灯。全部原创。\\\\n- - W06 视觉风格与色彩材质:高山雪线风;主色=雪白 #EAF2F8、岩蓝灰 #4A6F8C、信号橙 #E4762C、松绿 #6E8F5A、警示红 #C0392B;材质为风化岩、防滑链、帆布货箱。\\\\n- - W07 环境氛围与声音语言:山风与远处雪崩闷响为底;音效语言为「派遣信号+路线封闭警示+改道提示+卸货信标+死锁重排警报」,全部音效按 §9 F06 冻结清单交付;混音优先级:断供/死锁警报 > 中断/改道 > 卸货/派遣 > 环境山风。\\\\n- - W08 故事表达方式:开场视频(C01)交代雪线与救援目标 → 中断视频(C02)承载道路封闭的过程叙事 → 结算视频(C03)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:战略俯视相机支持线路聚焦和回到全局;改道预览采用平滑路径、不闪烁(FEEL01);相机重置仅在明确切场/复位时。\\\\n- - F04 环境常驻效果:山道飘雪、云雾流动、哨站烟囱、车辆防滑链尘土。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 救援窗口\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: 胜负双意象:胜利=600 秒窗口关闭、三站信标同时亮起、车队在雪光中鸣笛;失败=哨站红光熄灭、雪线封锁、调度台灯收拢\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 救援窗口(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=600 秒窗口关闭、三站信标同时亮起、车队在雪光中鸣笛;失败意象=哨站红光熄灭、雪线封锁、调度台灯收拢\\\\n- - 资产对应:哨站、运输车、基地与游戏内模型同源\\\\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=600 秒窗口关闭、三站信标同时亮起、车队在雪光中鸣笛;失败=哨站红光熄灭、雪线封锁、调度台灯收拢\\\\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入对应结算面板\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 6 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}"
|
| 44 |
+
},
|
| 45 |
+
"result_url": "https://tempfile.aiquickdraw.com/seedance/1792394285776-1xrcq5kdkw9.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G023_cg_003__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G023_cg_003__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 3455404,
|
| 49 |
+
"video_bytes": 1778361,
|
| 50 |
+
"credits_consumed": 246.0,
|
| 51 |
+
"finished_at": "2026-10-19T07:18:20.967898+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/G023_supply_line_rescue/assets/cg_video/G023_cg_003/video_seedance.mp4
ADDED
|
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oid sha256:7b488b2f1dfd4c1551fe0fb9c12c6e447df1d4bba52217f0664d1831a8d86407
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size 1778361
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