Upload Seedance CG videos for G024_station_infection
#190
by xiaotianqi05 - opened
- outputs/G024_station_infection/assets/cg_video/G024_cg_001/meta_seedance.json +54 -0
- outputs/G024_station_infection/assets/cg_video/G024_cg_001/video_seedance.mp4 +3 -0
- outputs/G024_station_infection/assets/cg_video/G024_cg_002/meta_seedance.json +54 -0
- outputs/G024_station_infection/assets/cg_video/G024_cg_002/video_seedance.mp4 +3 -0
- outputs/G024_station_infection/assets/cg_video/G024_cg_003/meta_seedance.json +54 -0
- outputs/G024_station_infection/assets/cg_video/G024_cg_003/video_seedance.mp4 +3 -0
outputs/G024_station_infection/assets/cg_video/G024_cg_001/meta_seedance.json
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{
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"task_id_input": "G024_cg_001",
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"game_id": "G024_station_infection",
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"model": "bytedance/seedance-2",
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"prompt_schema": "cg_video_prompt.v1",
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"prompt_sha256": "1638facda2dfc1f5aeb9ce1a1acf98d575ef3ad03a3a6cf7218999928fa58524",
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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: G024_station_infection\nWorld and visual bible:\n- - W01 世界与时代背景:生态站的第一个红灯——深空培育计划的中继生态站出现不明隐性感染,处置窗口只有一次轮值周期。\n- - W02 场景所在地:单层封闭生态站(舱段走廊+公共培育区),成员在固定巡游路线间走动,隔离舱位于站体一端。\n- - W03 玩家身份与当前任务动机:玩家是生态站处置员;动机是在感染扩散前完成检测、隔离与转化体处置,把站内活跃感染压到零并维持到 300 秒轮值结束。\n- - W04 失败代价与结局表达:成功=站内绿灯恢复、培育舱重新亮起(C03 胜利意象);失败=红灯全开、站体进入熔断封锁(C03 失败意象);隔离与处置是医学手段而非惩罚演出。\n- - W05 叙事来源:检测器=手持病原扫描仪;隔离舱=负压检疫舱;转化体=感染失序形态;警报灯柱=站体应急指示;资源=检测试剂储备。全部原创,无血腥与自伤表演。\n- - W06 视觉风格与色彩材质:冷白实验室风+生物荧光点缀;主色=冷白 #EAF2F8、培育绿 #7FBF6A、检疫黄 #E8C559、警报红 #C0392B、检测青 #7FD8E8;材质为复合舱板、玻璃检疫罩与柔光指示。\n- - W07 环境氛围与声音语言:通风低鸣与培育泵节奏为底;音效语言为「检测扫描+阳性标记+隔离屏障+处置脉冲+警报」,全部音效按 §9 F06 冻结清单交付;混音优先级:活跃>8 与转化警报 > 隔离/处置反馈 > 检测 > 环境低鸣。\n- - W08 故事表达方式:开场视频(C01)交代红灯与轮值目标 → 传播视频(C02)承载感染扩散的过程叙事 → 结算视频(C03)收束;叙事提示不阻断控制、不改变数值;**叙事提示不泄露任何未检测的潜伏信息**。\n- - F01 视角与镜头:管理视角可平移缩放;检测/隔离时聚焦成员卡片和隔离区,不改变模拟时间(FEEL01);相机重置仅在明确切场/复位时,不泄露隐藏状态。\n- - F04 环境常驻效果:通风气流、培育舱植物呼吸、指示灯巡检、隔离舱柔光。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 第一个红灯\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: 生态站内景:巡检指示灯逐盏亮起,一名成员的红标警报灯忽然亮起又熄灭,镜头扫过检测仪与隔离舱,停在轮值钟 300 秒的刻度上;无剪辑、无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 第一个红灯(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:生态站内景——巡检指示灯逐盏亮起,一名成员的红标警报灯忽然亮起又熄灭,镜头扫过检测仪与隔离舱,停在轮值钟 300 秒的刻度上\n- - 资产对应:成员、检测器、隔离舱与游戏内模型/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: 生态站内景:巡检指示灯逐盏亮起,一名成员的红标警报灯忽然亮起又熄灭,镜头扫过检测仪与隔离舱,停在轮值钟 300 秒的刻度上;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": "2026-10-19T07:18:21.533101+00:00",
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"task_id": "bab9d1b8c46997da0318c82923f516d0",
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"status_response": {
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"taskId": "bab9d1b8c46997da0318c82923f516d0",
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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: G024_station_infection\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:生态站的第一个红灯——深空培育计划的中继生态站出现不明隐性感染,处置窗口只有一次轮值周期。\\\\n- - W02 场景所在地:单层封闭生态站(舱段走廊+公共培育区),成员在固定巡游路线间走动,隔离舱位于站体一端。\\\\n- - W03 玩家身份与当前任务动机:玩家是生态站处置员;动机是在感染扩散前完成检测、隔离与转化体处置,把站内活跃感染压到零并维持到 300 秒轮值结束。\\\\n- - W04 失败代价与结局表达:成功=站内绿灯恢复、培育舱重新亮起(C03 胜利意象);失败=红灯全开、站体进入熔断封锁(C03 失败意象);隔离与处置是医学手段而非惩罚演出。\\\\n- - W05 叙事来源:检测器=手持病原扫描仪;隔离舱=负压检疫舱;转化体=感染失序形态;警报灯柱=站体应急指示;资源=检测试剂储备。全部原创,无血腥与自伤表演。\\\\n- - W06 视觉风格与色彩材质:冷白实验室风+生物荧光点缀;主色=冷白 #EAF2F8、培育绿 #7FBF6A、检疫黄 #E8C559、警报红 #C0392B、检测青 #7FD8E8;材质为复合舱板、玻璃检疫罩与柔光指示。\\\\n- - W07 环境氛围与声音语言:通风低鸣与培育泵节奏为底;音效语言为「检测扫描+阳性标记+隔离屏障+处置脉冲+警报」,全部音效按 §9 F06 冻结清单交付;混音优先级:活跃>8 与转化警报 > 隔离/处置反馈 > 检测 > 环境低鸣。\\\\n- - W08 故事表达方式:开场视频(C01)交代红灯与轮值目标 → 传播视频(C02)承载感染扩散的过程叙事 → 结算视频(C03)收束;叙事提示不阻断控制、不改变数值;**叙事提示不泄露任何未检测的潜伏信息**。\\\\n- - F01 视角与镜头:管理视角可平移缩放;检测/隔离时聚焦成员卡片和隔离区,不改变模拟时间(FEEL01);相机重置仅在明确切场/复位时,不泄露隐藏状态。\\\\n- - F04 环境常驻效果:通风气流、培育舱植物呼吸、指示灯巡检、隔离舱柔光。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 第一个红灯\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 生态站内景:巡检指示灯逐盏亮起,一名成员的红标警报灯忽然亮起又熄灭,镜头扫过检测仪与隔离舱,停在轮值钟 300 秒的刻度上;无剪辑、无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 第一个红灯(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:生态站内景——巡检指示灯逐盏亮起,一名成员的红标警报灯忽然亮起又熄灭,镜头扫过检测仪与隔离舱,停在轮值钟 300 秒的刻度上\\\\n- - 资产对应:成员、检测器、隔离舱与游戏内模型/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: 生态站内景:巡检指示灯逐盏亮起,一名成员的红标警报灯忽然亮起又熄灭,镜头扫过检测仪与隔离舱,停在轮值钟 300 秒的刻度上;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/1792394572419-h598dmug2mj.mp4\"]}",
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"failCode": null,
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"failMsg": null,
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"costTime": 269,
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"completeTime": 1792394573002,
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"createTime": 1792394302646,
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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/1792394572419-h598dmug2mj.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: G024_station_infection\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:生态站的第一个红灯——深空培育计划的中继生态站出现不明隐性感染,处置窗口只有一次轮值周期。\\\\n- - W02 场景所在地:单层封闭生态站(舱段走廊+公共培育区),成员在固定巡游路线间走动,隔离舱位于站体一端。\\\\n- - W03 玩家身份与当前任务动机:玩家是生态站处置员;动机是在感染扩散前完成检测、隔离与转化体处置,把站内活跃感染压到零并维持到 300 秒轮值结束。\\\\n- - W04 失败代价与结局表达:成功=站内绿灯恢复、培育舱重新亮起(C03 胜利意象);失败=红灯全开、站体进入熔断封锁(C03 失败意象);隔离与处置是医学手段而非惩罚演出。\\\\n- - W05 叙事来源:检测器=手持病原扫描仪;隔离舱=负压检疫舱;转化体=感染失序形态;警报灯柱=站体应急指示;资源=检测试剂储备。全部原创,无血腥与自伤表演。\\\\n- - W06 视觉风格与色彩材质:冷白实验室风+生物荧光点缀;主色=冷白 #EAF2F8、培育绿 #7FBF6A、检疫黄 #E8C559、警报红 #C0392B、检测青 #7FD8E8;材质为复合舱板、玻璃检疫罩与柔光指示。\\\\n- - W07 环境氛围与声音语言:通风低鸣与培育泵节奏为底;音效语言为「检测扫描+阳性标记+隔离屏障+处置脉冲+警报」,全部音效按 §9 F06 冻结清单交付;混音优先级:活跃>8 与转化警报 > 隔离/处置反馈 > 检测 > 环境低鸣。\\\\n- - W08 故事表达方式:开场视频(C01)交代红灯与轮值目标 → 传播视频(C02)承载感染扩散的过程叙事 → 结算视频(C03)收束;叙事提示不阻断控制、不改变数值;**叙事提示不泄露任何未检测的潜伏信息**。\\\\n- - F01 视角与镜头:管理视角可平移缩放;检测/隔离时聚焦成员卡片和隔离区,不改变模拟时间(FEEL01);相机重置仅在明确切场/复位时,不泄露隐藏状态。\\\\n- - F04 环境常驻效果:通风气流、培育舱植物呼吸、指示灯巡检、隔离舱柔光。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 第一个红灯\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 生态站内景:巡检指示灯逐盏亮起,一名成员的红标警报灯忽然亮起又熄灭,镜头扫过检测仪与隔离舱,停在轮值钟 300 秒的刻度上;无剪辑、无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 第一个红灯(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:生态站内景——巡检指示灯逐盏亮起,一名成员的红标警报灯忽然亮起又熄灭,镜头扫过检测仪与隔离舱,停在轮值钟 300 秒的刻度上\\\\n- - 资产对应:成员、检测器、隔离舱与游戏内模型/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: 生态站内景:巡检指示灯逐盏亮起,一名成员的红标警报灯忽然亮起又熄灭,镜头扫过检测仪与隔离舱,停在轮值钟 300 秒的刻度上;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\"}"
|
| 44 |
+
},
|
| 45 |
+
"result_url": "https://tempfile.aiquickdraw.com/seedance/1792394572419-h598dmug2mj.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G024_cg_001__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G024_cg_001__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 2779273,
|
| 49 |
+
"video_bytes": 1291866,
|
| 50 |
+
"credits_consumed": 205.0,
|
| 51 |
+
"finished_at": "2026-10-19T07:22:57.531926+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/G024_station_infection/assets/cg_video/G024_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:a2ca65a8038447bcd23a4c454d7c14c8211dd89e453bebfcec4b7ef6d8dcfaa1
|
| 3 |
+
size 1291866
|
outputs/G024_station_infection/assets/cg_video/G024_cg_002/meta_seedance.json
ADDED
|
@@ -0,0 +1,54 @@
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| 1 |
+
{
|
| 2 |
+
"task_id_input": "G024_cg_002",
|
| 3 |
+
"game_id": "G024_station_infection",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
+
"prompt_sha256": "cb3cf09a1453bb993cff242273b0e64aef4c21405e2267a5a18cf61002c16cf1",
|
| 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: G024_station_infection\nWorld and visual bible:\n- - W01 世界与时代背景:生态站的第一个红灯——深空培育计划的中继生态站出现不明隐性感染,处置窗口只有一次轮值周期。\n- - W02 场景所在地:单层封闭生态站(舱段走廊+公共培育区),成员在固定巡游路线间走动,隔离舱位于站体一端。\n- - W03 玩家身份与当前任务动机:玩家是生态站处置员;动机是在感染扩散前完成检测、隔离与转化体处置,把站内活跃感染压到零并维持到 300 秒轮值结束。\n- - W04 失败代价与结局表达:成功=站内绿灯恢复、培育舱重新亮起(C03 胜利意象);失败=红灯全开、站体进入熔断封锁(C03 失败意象);隔离与处置是医学手段而非惩罚演出。\n- - W05 叙事来源:检测器=手持病原扫描仪;隔离舱=负压检疫舱;转化体=感染失序形态;警报灯柱=站体应急指示;资源=检测试剂储备。全部原创,无血腥与自伤表演。\n- - W06 视觉风格与色彩材质:冷白实验室风+生物荧光点缀;主色=冷白 #EAF2F8、培育绿 #7FBF6A、检疫黄 #E8C559、警报红 #C0392B、检测青 #7FD8E8;材质为复合舱板、玻璃检疫罩与柔光指示。\n- - W07 环境氛围与声音语言:通风低鸣与培育泵节奏为底;音效语言为「检测扫描+阳性标记+隔离屏障+处置脉冲+警报」,全部音效按 §9 F06 冻结清单交付;混音优先级:活跃>8 与转化警报 > 隔离/处置反馈 > 检测 > 环境低鸣。\n- - W08 故事表达方式:开场视频(C01)交代红灯与轮值目标 → 传播视频(C02)承载感染扩散的过程叙事 → 结算视频(C03)收束;叙事提示不阻断控制、不改变数值;**叙事提示不泄露任何未检测的潜伏信息**。\n- - F01 视角与镜头:管理视角可平移缩放;检测/隔离时聚焦成员卡片和隔离区,不改变模拟时间(FEEL01);相机重置仅在明确切场/复位时,不泄露隐藏状态。\n- - F04 环境常驻效果:通风气流、培育舱植物呼吸、指示灯巡检、隔离舱柔光。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Event\nName: 无声扩散\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\nSource visual requirement: 俯视走廊:巡游成员擦肩而过,一个不可见的涟漪从潜伏者扩散到邻近成员,红线在两人卡片间一闪即隐,检测仪红灯初亮;不得标出未检测成员的潜伏真值\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 无声扩散(Event,5 秒,1280×720@24fps)\n- - 触发时机:每局首次传播感染成功(首个健康→潜伏 tick 事件)时,每局一次\n- - 内容与角色场景:俯视走廊——巡游成员擦肩而过,一个不可见的涟漪从潜伏者扩散到邻近成员,红线在两人卡片间一闪即隐,检测仪红灯初亮\n- - 资产对应:成员、检测器与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接继续游玩(感染状态保持);自然播完 → 继续游玩\n- - 状态一致:播放期间模拟时间冻结;**视频不得标出未检测成员的潜伏真值**\n\n[SHOT PLAN]\n0-2s: establish the scene and begin the required action from this description: 俯视走廊:巡游成员擦肩而过,一个不可见的涟漪从潜伏者扩散到邻近成员,红线在两人卡片间一闪即隐,检测仪红灯初亮;不得标出未检测成员的潜伏真值\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: 潜伏 tick 事件),每局一次\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": "2026-10-19T07:22:58.934391+00:00",
|
| 23 |
+
"task_id": "b2e28a78ece1913265207631422faacb",
|
| 24 |
+
"status_response": {
|
| 25 |
+
"taskId": "b2e28a78ece1913265207631422faacb",
|
| 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: G024_station_infection\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:生态站的第一个红灯——深空培育计划的中继生态站出现不明隐性感染,处置窗口只有一次轮值周期。\\\\n- - W02 场景所在地:单层封闭生态站(舱段走廊+公共培育区),成员在固定巡游路线间走动,隔离舱位于站体一端。\\\\n- - W03 玩家身份与当前任务动机:玩家是生态站处置员;动机是在感染扩散前完成检测、隔离与转化体处置,把站内活跃感染压到零并维持到 300 秒轮值结束。\\\\n- - W04 失败代价与结局表达:成功=站内绿灯恢复、培育舱重新亮起(C03 胜利意象);失败=红灯全开、站体进入熔断封锁(C03 失败意象);隔离与处置是医学手段而非惩罚演出。\\\\n- - W05 叙事来源:检测器=手持病原扫描仪;隔离舱=负压检疫舱;转化体=感染失序形态;警报灯柱=站体应急指示;资源=检测试剂储备。全部原创,无血腥与自伤表演。\\\\n- - W06 视觉风格与色彩材质:冷白实验室风+生物荧光点缀;主色=冷白 #EAF2F8、培育绿 #7FBF6A、检疫黄 #E8C559、警报红 #C0392B、检测青 #7FD8E8;材质为复合舱板、玻璃检疫罩与柔光指示。\\\\n- - W07 环境氛围与声音语言:通风低鸣与培育泵节奏为底;音效语言为「检测扫描+阳性标记+隔离屏障+处置脉冲+警报」,全部音效按 §9 F06 冻结清单交付;混音优先级:活跃>8 与转化警报 > 隔离/处置反馈 > 检测 > 环境低鸣。\\\\n- - W08 故事表达方式:开场视频(C01)交代红灯与轮值目标 → 传播视频(C02)承载感染扩散的过程叙事 → 结算视频(C03)收束;叙事提示不阻断控制、不改变数值;**叙事提示不泄露任何未检测的潜伏信息**。\\\\n- - F01 视角与镜头:管理视角可平移缩放;检测/隔离时聚焦成员卡片和隔离区,不改变模拟时间(FEEL01);相机重置仅在明确切场/复位时,不泄露隐藏状态。\\\\n- - F04 环境常驻效果:通风气流、培育舱植物呼吸、指示灯巡检、隔离舱柔光。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 无声扩散\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: 俯视走廊:巡游成员擦肩而过,一个不可见的涟漪从潜伏者扩散到邻近成员,红线在两人卡片间一闪即隐,检测仪红灯初亮;不得标出未检测成员的潜伏真值\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 无声扩散(Event,5 秒,1280×720@24fps)\\\\n- - 触发时机:每局首次传播感染成功(首个健康→潜伏 tick 事件)时,每局一次\\\\n- - 内容与角色场景:俯视走廊——巡游成员擦肩而过,一个不可见的涟漪从潜伏者扩散到邻近成员,红线在两人卡片间一闪即隐,检测仪红灯初亮\\\\n- - 资产对应:成员、检测器与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接继续游玩(感染状态保持);自然播完 → 继续游玩\\\\n- - 状态一致:播放期间模拟时间冻结;**视频不得标出未检测成员的潜伏真值**\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 俯视走廊:巡游成员擦肩而过,一个不可见的涟漪从潜伏者扩散到邻近成员,红线在两人卡片间一闪即隐,检测仪红灯初亮;不得标出未检测成员的潜伏真值\\\\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: 潜伏 tick 事件),每局一次\\\\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/1792394942555-44ebg43bglh.mp4\"]}",
|
| 30 |
+
"failCode": null,
|
| 31 |
+
"failMsg": null,
|
| 32 |
+
"costTime": 363,
|
| 33 |
+
"completeTime": 1792394943183,
|
| 34 |
+
"createTime": 1792394579987,
|
| 35 |
+
"creditsConsumed": 205.0,
|
| 36 |
+
"operationType": "bytedance/seedance-2",
|
| 37 |
+
"response": {
|
| 38 |
+
"resultUrls": [
|
| 39 |
+
"https://tempfile.aiquickdraw.com/seedance/1792394942555-44ebg43bglh.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: G024_station_infection\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:生态站的第一个红灯——深空培育计划的中继生态站出现不明隐性感染,处置窗口只有一次轮值周期。\\\\n- - W02 场景所在地:单层封闭生态站(舱段走廊+公共培育区),成员在固定巡游路线间走动,隔离舱位于站体一端。\\\\n- - W03 玩家身份与当前任务动机:玩家是生态站处置员;动机是在感染扩散前完成检测、隔离与转化体处置,把站内活跃感染压到零并维持到 300 秒轮值结束。\\\\n- - W04 失败代价与结局表达:成功=站内绿灯恢复、培育舱重新亮起(C03 胜利意象);失败=红灯全开、站体进入熔断封锁(C03 失败意象);隔离与处置是医学手段而非惩罚演出。\\\\n- - W05 叙事来源:检测器=手持病原扫描仪;隔离舱=负压检疫舱;转化体=感染失序形态;警报灯柱=站体应急指示;资源=检测试剂储备。全部原创,无血腥与自伤表演。\\\\n- - W06 视觉风格与色彩材质:冷白实验室风+生物荧光点缀;主色=冷白 #EAF2F8、培育绿 #7FBF6A、检疫黄 #E8C559、警报红 #C0392B、检测青 #7FD8E8;材质为复合舱板、玻璃检疫罩与柔光指示。\\\\n- - W07 环境氛围与声音语言:通风低鸣与培育泵节奏为底;音效语言为「检测扫描+阳性标记+隔离屏障+处置脉冲+警报」,全部音效按 §9 F06 冻结清单交付;混音优先级:活跃>8 与转化警报 > 隔离/处置反馈 > 检测 > 环境低鸣。\\\\n- - W08 故事表达方式:开场视频(C01)交代红灯与轮值目标 → 传播视频(C02)承载感染扩散的过程叙事 → 结算视频(C03)收束;叙事提示不阻断控制、不改变数值;**叙事提示不泄露任何未检测的潜伏信息**。\\\\n- - F01 视角与镜头:管理视角可平移缩放;检测/隔离时聚焦成员卡片和隔离区,不改变模拟时间(FEEL01);相机重置仅在明确切场/复位时,不泄露隐藏状态。\\\\n- - F04 环境常驻效果:通风气流、培育舱植物呼吸、指示灯巡检、隔离舱柔光。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 无声扩散\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: 俯视走廊:巡游成员擦肩而过,一个不可见的涟漪从潜伏者扩散到邻近成员,红线在两人卡片间一闪即隐,检测仪红灯初亮;不得标出未检测成员的潜伏真值\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 无声扩散(Event,5 秒,1280×720@24fps)\\\\n- - 触发时机:每局首次传播感染成功(首个健康→潜伏 tick 事件)时,每局一次\\\\n- - 内容与角色场景:俯视走廊——巡游成员擦肩而过,一个不可见的涟漪从潜伏者扩散到邻近成员,红线在两人卡片间一闪即隐,检测仪红灯初亮\\\\n- - 资产对应:成员、检测器与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接继续游玩(感染状态保持);自然播完 → 继续游玩\\\\n- - 状态一致:播放期间模拟时间冻结;**视频不得标出未检测成员的潜伏真值**\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 俯视走廊:巡游成员擦肩而过,一个不可见的涟漪从潜伏者扩散到邻近成员,红线在两人卡片间一闪即隐,检测仪红灯初亮;不得标出未检测成员的潜伏真值\\\\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: 潜伏 tick 事件),每局一次\\\\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/1792394942555-44ebg43bglh.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G024_cg_002__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G024_cg_002__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 2038688,
|
| 49 |
+
"video_bytes": 1065849,
|
| 50 |
+
"credits_consumed": 205.0,
|
| 51 |
+
"finished_at": "2026-10-19T07:29:18.317147+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/G024_station_infection/assets/cg_video/G024_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 sha256:5653a118930d684734dfdf60c40441aa9105acc4e722f761b505adc5686fd8ab
|
| 3 |
+
size 1065849
|
outputs/G024_station_infection/assets/cg_video/G024_cg_003/meta_seedance.json
ADDED
|
@@ -0,0 +1,54 @@
|
|
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|
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|
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|
| 1 |
+
{
|
| 2 |
+
"task_id_input": "G024_cg_003",
|
| 3 |
+
"game_id": "G024_station_infection",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
+
"prompt_sha256": "5f5fcde4f5975f79243e91e53d8a4c9f2801d0ad41c9de869ebd416521a99f5e",
|
| 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: G024_station_infection\nWorld and visual bible:\n- - W01 世界与时代背景:生态站的第一个红灯——深空培育计划的中继生态站出现不明隐性感染,处置窗口只有一次轮值周期。\n- - W02 场景所在地:单层封闭生态站(舱段走廊+公共培育区),成员在固定巡游路线间走动,隔离舱位于站体一端。\n- - W03 玩家身份与当前任务动机:玩家是生态站处置员;动机是在感染扩散前完成检测、隔离与转化体处置,把站内活跃感染压到零并维持到 300 秒轮值结束。\n- - W04 失败代价与结局表达:成功=站内绿灯恢复、培育舱重新亮起(C03 胜利意象);失败=红灯全开、站体进入熔断封锁(C03 失败意象);隔离与处置是医学手段而非惩罚演出。\n- - W05 叙事来源:检测器=手持病原扫描仪;隔离舱=负压检疫舱;转化体=感染失序形态;警报灯柱=站体应急指示;资源=检测试剂储备。全部原创,无血腥与自伤表演。\n- - W06 视觉风格与色彩材质:冷白实验室风+生物荧光点缀;主色=冷白 #EAF2F8、培育绿 #7FBF6A、检疫黄 #E8C559、警报红 #C0392B、检测青 #7FD8E8;材质为复合舱板、玻璃检疫罩与柔光指示。\n- - W07 环境氛围与声音语言:通风低鸣与培育泵节奏为底;音效语言为「检测扫描+阳性标记+隔离屏障+处置脉冲+警报」,全部音效按 §9 F06 冻结清单交付;混音优先级:活跃>8 与转化警报 > 隔离/处置反馈 > 检测 > 环境低鸣。\n- - W08 故事表达方式:开场视频(C01)交代红灯与轮值目标 → 传播视频(C02)承载感染扩散的过程叙事 → 结算视频(C03)收束;叙事提示不阻断控制、不改变数值;**叙事提示不泄露任何未检测的潜伏信息**。\n- - F01 视角与镜头:管理视角可平移缩放;检测/隔离时聚焦成员卡片和隔离区,不改变模拟时间(FEEL01);相机重置仅在明确切场/复位时,不泄露隐藏状态。\n- - F04 环境常驻效果:通风气流、培育舱植物呼吸、指示灯巡检、隔离舱柔光。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 轮值结束\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\nSource visual requirement: 胜负双意象:胜利=全站绿灯逐段恢复、隔离舱面板归零、培育舱重新亮起;失败=红灯全开、站体熔断门落下、轮值钟停在超限刻度\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 轮值结束(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=全站绿灯逐段恢复、隔离舱面板归零、培育舱重新亮起;失败意象=红灯全开、站体熔断门落下、轮值钟停在超限刻度\n- - 资产对应:生态站、隔离舱、警报灯柱与游戏内模型同源\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=全站绿灯逐段恢复、隔离舱面板归零、培育舱重新亮起;失败=红灯全开、站体熔断门落下、轮值钟停在超限刻度\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 |
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"reference_image_urls": [],
|
| 13 |
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"reference_video_urls": [],
|
| 14 |
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"reference_audio_urls": [],
|
| 15 |
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"return_last_frame": false,
|
| 16 |
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"generate_audio": false,
|
| 17 |
+
"resolution": "720p",
|
| 18 |
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"aspect_ratio": "16:9",
|
| 19 |
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"duration": 6
|
| 20 |
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}
|
| 21 |
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},
|
| 22 |
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"started_at": "2026-10-19T07:29:18.939795+00:00",
|
| 23 |
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"task_id": "7193db88ef3666c4a15d9b93e06ca98f",
|
| 24 |
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"status_response": {
|
| 25 |
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"taskId": "7193db88ef3666c4a15d9b93e06ca98f",
|
| 26 |
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"model": "bytedance/seedance-2",
|
| 27 |
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"state": "success",
|
| 28 |
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"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: G024_station_infection\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:生态站的第一个红灯——深空培育计划的中继生态站出现不明隐性感染,处置窗口只有一次轮值周期。\\\\n- - W02 场景所在地:单层封闭生态站(舱段走廊+公共培育区),成员在固定巡游路线间走动,隔离舱位于站体一端。\\\\n- - W03 玩家身份与当前任务动机:玩家是生态站处置员;动机是在感染扩散前完成检测、隔离与转化体处置,把站内活跃感染压到零并维持到 300 秒轮值结束。\\\\n- - W04 失败代价与结局表达:成功=站内绿灯恢复、培育舱重新亮起(C03 胜利意象);失败=红灯全开、站体进入熔断封锁(C03 失败意象);隔离与处置是医学手段而非惩罚演出。\\\\n- - W05 叙事来源:检测器=手持病原扫描仪;隔离舱=负压检疫舱;转化体=感染失序形态;警报灯柱=站体应急指示;资源=检测试剂储备。全部原创,无血腥与自伤表演。\\\\n- - W06 视觉风格与色彩材质:冷白实验室风+生物荧光点缀;主色=冷白 #EAF2F8、培育绿 #7FBF6A、检疫黄 #E8C559、警报红 #C0392B、检测青 #7FD8E8;材质为复合舱板、玻璃检疫罩与柔光指示。\\\\n- - W07 环境氛围与声音语言:通风低鸣与培育泵节奏为底;音效语言为「检测扫描+阳性标记+隔离屏障+处置脉冲+警报」,全部音效按 §9 F06 冻结清单交付;混音优先级:活跃>8 与转化警报 > 隔离/处置反馈 > 检测 > 环境低鸣。\\\\n- - W08 故事表达方式:开场视频(C01)交代红灯与轮值目标 → 传播视频(C02)承载感染扩散的过程叙事 → 结算视频(C03)收束;叙事提示不阻断控制、不改变数值;**叙事提示不泄露任何未检测的潜伏信息**。\\\\n- - F01 视角与镜头:管理视角可平移缩放;检测/隔离时聚焦成员卡片和隔离区,不改变模拟时间(FEEL01);相机重置仅在明确切场/复位时,不泄露隐藏状态。\\\\n- - F04 环境常驻效果:通风气流、培育舱植物呼吸、指示灯巡检、隔离舱柔光。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 轮值结束\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: 胜负双意象:胜利=全站绿灯逐段恢复、隔离舱面板归零、培育舱重新亮起;失败=红灯全开、站体熔断门落下、轮值钟停在超限刻度\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 轮值结束(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=全站绿灯逐段恢复、隔离舱面板归零、培育舱重新亮起;失败意象=红灯全开、站体熔断门落下、轮值钟停在超限刻度\\\\n- - 资产对应:生态站、隔离舱、警报灯柱与游戏内模型同源\\\\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=全站绿灯逐段恢复、隔离舱面板归零、培育舱重新亮起;失败=红灯全开、站体熔断门落下、轮值钟停在超限刻度\\\\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 |
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"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792395161972-sny5lxc2abh.mp4\"]}",
|
| 30 |
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"failCode": null,
|
| 31 |
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"failMsg": null,
|
| 32 |
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"costTime": 201,
|
| 33 |
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"completeTime": 1792395162488,
|
| 34 |
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"createTime": 1792394960621,
|
| 35 |
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"creditsConsumed": 246.0,
|
| 36 |
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"operationType": "bytedance/seedance-2",
|
| 37 |
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"response": {
|
| 38 |
+
"resultUrls": [
|
| 39 |
+
"https://tempfile.aiquickdraw.com/seedance/1792395161972-sny5lxc2abh.mp4"
|
| 40 |
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]
|
| 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: G024_station_infection\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:生态站的第一个红灯——深空培育计划的中继生态站出现不明隐性感染,处置窗口只有一次轮值周期。\\\\n- - W02 场景所在地:单层封闭生态站(舱段走廊+公共培育区),成员在固定巡游路线间走动,隔离舱位于站体一端。\\\\n- - W03 玩家身份与当前任务动机:玩家是生态站处置员;动机是在感染扩散前完成检测、隔离与转化体处置,把站内活跃感染压到零并维持到 300 秒轮值结束。\\\\n- - W04 失败代价与结局表达:成功=站内绿灯恢复、培育舱重新亮起(C03 胜利意象);失败=红灯全开、站体进入熔断封锁(C03 失败意象);隔离与处置是医学手段而非惩罚演出。\\\\n- - W05 叙事来源:检测器=手持病原扫描仪;隔离舱=负压检疫舱;转化体=感染失序形态;警报灯柱=站体应急指示;资源=检测试剂储备。全部原创,无血腥与自伤表演。\\\\n- - W06 视觉风格与色彩材质:冷白实验室风+生物荧光点缀;主色=冷白 #EAF2F8、培育绿 #7FBF6A、检疫黄 #E8C559、警报红 #C0392B、检测青 #7FD8E8;材质为复合舱板、玻璃检疫罩与柔光指示。\\\\n- - W07 环境氛围与声音语言:通风低鸣与培育泵节奏为底;音效语言为「检测扫描+阳性标记+隔离屏障+处置脉冲+警报」,全部音效按 §9 F06 冻结清单交付;混音优先级:活跃>8 与转化警报 > 隔离/处置反馈 > 检测 > 环境低鸣。\\\\n- - W08 故事表达方式:开场视频(C01)交代红灯与轮值目标 → 传播视频(C02)承载感染扩散的过程叙事 → 结算视频(C03)收束;叙事提示不阻断控制、不改变数值;**叙事提示不泄露任何未检测的潜伏信息**。\\\\n- - F01 视角与镜头:管理视角可平移缩放;检测/隔离时聚焦成员卡片和隔离区,不改变模拟时间(FEEL01);相机重置仅在明确切场/复位时,不泄露隐藏状态。\\\\n- - F04 环境常驻效果:通风气流、培育舱植物呼吸、指示灯巡检、隔离舱柔光。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 轮值结束\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: 胜负双意象:胜利=全站绿灯逐段恢复、隔离舱面板归零、培育舱重新亮起;失败=红灯全开、站体熔断门落下、轮值钟停在超限刻度\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 轮值结束(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=全站绿灯逐段恢复、隔离舱面板归零、培育舱重新亮起;失败意象=红灯全开、站体熔断门落下、轮值钟停在超限刻度\\\\n- - 资产对应:生态站、隔离舱、警报灯柱与游戏内模型同源\\\\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=全站绿灯逐段恢复、隔离舱面板归零、培育舱重新亮起;失败=红灯全开、站体熔断门落下、轮值钟停在超限刻度\\\\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/1792395161972-sny5lxc2abh.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G024_cg_003__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G024_cg_003__seedance20.mp4",
|
| 48 |
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"native_video_bytes": 3437300,
|
| 49 |
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"video_bytes": 1673570,
|
| 50 |
+
"credits_consumed": 246.0,
|
| 51 |
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"finished_at": "2026-10-19T07:32:50.644708+00:00",
|
| 52 |
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"uploaded_artifact": "video_seedance.mp4",
|
| 53 |
+
"upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
|
| 54 |
+
}
|
outputs/G024_station_infection/assets/cg_video/G024_cg_003/video_seedance.mp4
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