Upload Seedance CG videos for G028_elemental_greenhouse

#194
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+ {
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+ "task_id_input": "G028_cg_001",
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+ "model": "bytedance/seedance-2",
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+ "prompt_schema": "cg_video_prompt.v1",
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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: G028_elemental_greenhouse\nWorld and visual bible:\n- - W01 世界与时代背景:深埋地下的温室「四季穹顶」曾以恒温系统同时供养寒带与热带物种;一次供电事故让冰霜区与熔炉区互相侵蚀,失控苗圃的藤蔓行者苏醒,循水汽冲向种子库。\n- - W02 场景所在地:单张温室内部地图——S 形路线 18 格穿过冰霜区与熔炉区,种子库(温室基地)位于路线终点。\n- - W03 玩家身份与当前任务动机:玩家是温室管理员;中控 AI「穹顶」请求管理员在藤蔓抵达前重建防线:用元素塔的组合、叠加与分支改造抵御 8 波藤蔓行者。\n- - W04 失败代价与结局表达:种子库失守=穹顶破裂(C04 失败意象+失败播报);守住 8 波=恒温恢复、母株发芽(C04 胜利意象)。\n- - W05 叙事来源:寒霜塔=冷凝雾栅、灼焰塔=熔炉喷口、晶岩塔=晶簇岩柱、藤蔓行者=失控苗圃的植物守卫、种子库=四季穹顶的基因方舟。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:主色=温室玻璃青 #7FB5A3、熔炉橙 #E0653A、寒霜蓝 #6FB7D9、藤蔓绿 #4C8C4A;材质为玻璃穹顶、金属管架、湿润土壤与结晶冰面。\n- - W07 环境氛围与声音语言:温室水汽与机械运转为底;音效语言=元素命中/状态挂载/脆化爆裂/免疫弹开/分支光柱/免疫波播报(F06 冻结清单);混音优先级:免疫波警报与播报 > 脆化/分支 > 命中 > 建造 > 环境底噪。\n- - W08 故事表达方式:开场视频(C01)交代穹顶失控 → 过程视频(C02/C03)以「熔炉区碳化/冰霜区结晶」播报承担免疫波预告(每节点 ≤2 句台词,可跳过,剧情界面打开时游戏暂停)→ 结算视频(C04)双意象收束;叙事只做包装不改数值。\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移;滚轮缩放 3 档;镜头不出地图边界;F 键回到基地。\n- - F04 环境常驻效果:穹顶水汽流动、熔炉区热浪、冰霜区飘雪、管架指示灯呼吸。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 温室失控\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: 地下温室「四季穹顶」全景:冰霜区与熔炉区雾气对冲、失控苗圃的藤蔓行者破土而出,镜头推向种子库大门;无 UI、无文字、无剪辑\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 温室失控(Opening,10 秒,1280×720@24fps)\n- - 触发时机:首次由标题进入对局(首波建造期)之前,每局一次\n- - 内容与角色场景:地下温室「四季穹顶」全景——冰霜区与熔炉区雾气对冲、失控苗圃的藤蔓行者破土、镜头推向种子库大门\n- - 资产对应:藤蔓行者、温室基地与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入首波建造期(播报台词仍按 W08 节点补发或随跳过省略,规则效果不变);自然播完 → 进入首波建造期\n- - 状态一致:跳过与自然播完后初始状态一致;播放期间不推进任何游戏计时;重开后开场 CG 可再次跳过\n\n[SHOT PLAN]\n0-5s: establish the scene and begin the required action from this description: 地下温室「四季穹顶」全景:冰霜区与熔炉区雾气对冲、失控苗圃的藤蔓行者破土而出,镜头推向种子库大门;无 UI、无文字、无剪辑\n5-10s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: 直接进入首波建造期\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: 10 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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+ "param": "{\"input\":\"{\\\"duration\\\":10,\\\"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: G028_elemental_greenhouse\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:深埋地下的温室「四季穹顶」曾以恒温系统同时供养寒带与热带物种;一次供电事故让冰霜区与熔炉区互相侵蚀,失控苗圃的藤蔓行者苏醒,循水汽冲向种子库。\\\\n- - W02 场景所在地:单张温室内部地图——S 形路线 18 格穿过冰霜区与熔炉区,种子库(温室基地)位于路线终点。\\\\n- - W03 玩家身份与当前任务动机:玩家是温室管理员;中控 AI「穹顶」请求管理员在藤蔓抵达前重建防线:用元素塔的组合、叠加与分支改造抵御 8 波藤蔓行者。\\\\n- - W04 失败代价与结局表达:种子库失守=穹顶破裂(C04 失败意象+失败播报);守住 8 波=恒温恢复、母株发芽(C04 胜利意象)。\\\\n- - W05 叙事来源:寒霜塔=冷凝雾栅、灼焰塔=熔炉喷口、晶岩塔=晶簇岩柱、藤蔓行者=失控苗圃的植物守卫、种子库=四季穹顶的基因方舟。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:主色=温室玻璃青 #7FB5A3、熔炉橙 #E0653A、寒霜蓝 #6FB7D9、藤蔓绿 #4C8C4A;材质为玻璃穹顶、金属管架、湿润土壤与结晶冰面。\\\\n- - W07 环境氛围与声音语言:温室水汽与机械运转为底;音效语言=元素命中/状态挂载/脆化爆裂/免疫弹开/分支光柱/免疫波播报(F06 冻结清单);混音优先级:免疫波警报与播报 > 脆化/分支 > 命中 > 建造 > 环境底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代穹顶失控 → 过程视频(C02/C03)以「熔炉区碳化/冰霜区结晶」播报承担免疫波预告(每节点 ≤2 句台词,可跳过,剧情界面打开时游戏暂停)→ 结算视频(C04)双意象收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移;滚轮缩放 3 档;镜头不出地图边界;F 键回到基地。\\\\n- - F04 环境常驻效果:穹顶水汽流动、熔炉区热浪、冰霜区飘雪、管架指示灯呼吸。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 温室失控\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 地下温室「四季穹顶」全景:冰霜区与熔炉区雾气对冲、失控苗圃的藤蔓行者破土而出,镜头推向种子库大门;无 UI、无文字、无剪辑\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 温室失控(Opening,10 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入对局(首波建造期)之前,每局一次\\\\n- - 内容与角色场景:地下温室「四季穹顶」全景——冰霜区与熔炉区雾气对冲、失控苗圃的藤蔓行者破土、镜头推向种子库大门\\\\n- - 资产对应:藤蔓行者、温室基地与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入首波建造期(播报台词仍按 W08 节点补发或随跳过省略,规则效果不变);自然播完 → 进入首波建造期\\\\n- - 状态一致:跳过与自然播完后初始状态一致;播放期间不推进任何游戏计时;重开后开场 CG 可再次跳过\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: 地下温室「四季穹顶」全景:冰霜区与熔炉区雾气对冲、失控苗圃的藤蔓行者破土而出,镜头推向种子库大门;无 UI、无文字、无剪辑\\\\n5-10s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入首波建造期\\\\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: 10 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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+ "paramJson": "{\"input\":\"{\\\"duration\\\":10,\\\"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: G028_elemental_greenhouse\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:深埋地下的温室「四季穹顶」曾以恒温系统同时供养寒带与热带物种;一次供电事故让冰霜区与熔炉区互相侵蚀,失控苗圃的藤蔓行者苏醒,循水汽冲向种子库。\\\\n- - W02 场景所在地:单张温室内部地图——S 形路线 18 格穿过冰霜区与熔炉区,种子库(温室基地)位于路线终点。\\\\n- - W03 玩家身份与当前任务动机:玩家是温室管理员;中控 AI「穹顶」请求管理员在藤蔓抵达前重建防线:用元素塔的组合、叠加与分支改造抵御 8 波藤蔓行者。\\\\n- - W04 失败代价与结局表达:种子库失守=穹顶破裂(C04 失败意象+失败播报);守住 8 波=恒温恢复、母株发芽(C04 胜利意象)。\\\\n- - W05 叙事来源:寒霜塔=冷凝雾栅、灼焰塔=熔炉喷口、晶岩塔=晶簇岩柱、藤蔓行者=失控苗圃的植物守卫、种子库=四季穹顶的基因方舟。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:主色=温室玻璃青 #7FB5A3、熔炉橙 #E0653A、寒霜蓝 #6FB7D9、藤蔓绿 #4C8C4A;材质为玻璃穹顶、金属管架、湿润土壤与结晶冰面。\\\\n- - W07 环境氛围与声音语言:温室水汽与机械运转为底;音效语言=元素命中/状态挂载/脆化爆裂/免疫弹开/分支光柱/免疫波播报(F06 冻结清单);混音优先级:免疫波警报与播报 > 脆化/分支 > 命中 > 建造 > 环境底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代穹顶失控 → 过程视频(C02/C03)以「熔炉区碳化/冰霜区结晶」播报承担免疫波预告(每节点 ≤2 句台词,可跳过,剧情界面打开时游戏暂停)→ 结算视频(C04)双意象收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移;滚轮缩放 3 档;镜头不出地图边界;F 键回到基地。\\\\n- - F04 环境常驻效果:穹顶水汽流动、熔炉区热浪、冰霜区飘雪、管架指示灯呼吸。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 温室失控\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 地下温室「四季穹顶」全景:冰霜区与熔炉区雾气对冲、失控苗圃的藤蔓行者破土而出,镜头推向种子库大门;无 UI、无文字、无剪辑\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 温室失控(Opening,10 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入对局(首波建造期)之前,每局一次\\\\n- - 内容与角色场景:地下温室「四季穹顶」全景——冰霜区与熔炉区雾气对冲、失控苗圃的藤蔓行者破土、镜头推向种子库大门\\\\n- - 资产对应:藤蔓行者、温室基地与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入首波建造期(播报台词仍按 W08 节点补发或随跳过省略,规则效果不变);自然播完 → 进入首波建造期\\\\n- - 状态一致:跳过与自然播完后初始状态一致;播放期间不推进任何游戏计时;重开后开场 CG 可再次跳过\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: 地下温室「四季穹顶」全景:冰霜区与熔炉区雾气对冲、失控苗圃的藤蔓行者破土而出,镜头推向种子库大门;无 UI、无文字、无剪辑\\\\n5-10s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入首波建造期\\\\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: 10 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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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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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: G028_elemental_greenhouse\nWorld and visual bible:\n- - W01 世界与时代背景:深埋地下的温室「四季穹顶」曾以恒温系统同时供养寒带与热带物种;一次供电事故让冰霜区与熔炉区互相侵蚀,失控苗圃的藤蔓行者苏醒,循水汽冲向种子库。\n- - W02 场景所在地:单张温室内部地图——S 形路线 18 格穿过冰霜区与熔炉区,种子库(温室基地)位于路线终点。\n- - W03 玩家身份与当前任务动机:玩家是温室管理员;中控 AI「穹顶」请求管理员在藤蔓抵达前重建防线:用元素塔的组合、叠加与分支改造抵御 8 波藤蔓行者。\n- - W04 失败代价与结局表达:种子库失守=穹顶破裂(C04 失败意象+失败播报);守住 8 波=恒温恢复、母株发芽(C04 胜利意象)。\n- - W05 叙事来源:寒霜塔=冷凝雾栅、灼焰塔=熔炉喷口、晶岩塔=晶簇岩柱、藤蔓行者=失控苗圃的植物守卫、种子库=四季穹顶的基因方舟。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:主色=温室玻璃青 #7FB5A3、熔炉橙 #E0653A、寒霜蓝 #6FB7D9、藤蔓绿 #4C8C4A;材质为玻璃穹顶、金属管架、湿润土壤与结晶冰面。\n- - W07 环境氛围与声音语言:温室水汽与机械运转为底;音效语言=元素命中/状态挂载/脆化爆裂/免疫弹开/分支光柱/免疫波播报(F06 冻结清单);混音优先级:免疫波警报与播报 > 脆化/分支 > 命中 > 建造 > 环境底噪。\n- - W08 故事表达方式:开场视频(C01)交代穹顶失控 → 过程视频(C02/C03)以「熔炉区碳化/冰霜区结晶」播报承担免疫波预告(每节点 ≤2 句台词,可跳过,剧情界面打开时游戏暂停)→ 结算视频(C04)双意象收束;叙事只做包装不改数值。\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移;滚轮缩放 3 档;镜头不出地图边界;F 键回到基地。\n- - F04 环境常驻效果:穹顶水汽流动、熔炉区热浪、冰霜区飘雪、管架指示灯呼吸。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Event\nName: 藤蔓碳化\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\nSource visual requirement: 熔炉区蒸汽扫过藤蔓植株、枝条碳化成焦黑晶壳,火免疫图标意象浮现;无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 藤蔓碳化(Event,5 秒,1280×720@24fps)\n- - 触发时机:第 4 波建造期开始时,每局一次(火免疫波预告)\n- - 内容与角色场景:熔炉区蒸汽扫过藤蔓植株、枝条碳化成焦黑晶壳,横幅浮现火免疫图标\n- - 资产对应:藤蔓行者与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接继续建造期;自然播完 → 继续建造期\n- - 状态一致:播放期间不推进建造期倒计时与任何游戏计时\n\n[SHOT PLAN]\n0-2s: establish the scene and begin the required action from this description: 熔炉区蒸汽扫过藤蔓植株、枝条碳化成焦黑晶壳,火免疫图标意象浮现;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: 继续建造期\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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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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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: G028_elemental_greenhouse\nWorld and visual bible:\n- - W01 世界与时代背景:深埋地下的温室「四季穹顶」曾以恒温系统同时供养寒带与热带物种;一次供电事故让冰霜区与熔炉区互相侵蚀,失控苗圃的藤蔓行者苏醒,循水汽冲向种子库。\n- - W02 场景所在地:单张温室内部地图——S 形路线 18 格穿过冰霜区与熔炉区,种子库(温室基地)位于路线终点。\n- - W03 玩家身份与当前任务动机:玩家是温室管理员;中控 AI「穹顶」请求管理员在藤蔓抵达前重建防线:用元素塔的组合、叠加与分支改造抵御 8 波藤蔓行者。\n- - W04 失败代价与结局表达:种子库失守=穹顶破裂(C04 失败意象+失败播报);守住 8 波=恒温恢复、母株发芽(C04 胜利意象)。\n- - W05 叙事来源:寒霜塔=冷凝雾栅、灼焰塔=熔炉喷口、晶岩塔=晶簇岩柱、藤蔓行者=失控苗圃的植物守卫、种子库=四季穹顶的基因方舟。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:主色=温室玻璃青 #7FB5A3、熔炉橙 #E0653A、寒霜蓝 #6FB7D9、藤蔓绿 #4C8C4A;材质为玻璃穹顶、金属管架、湿润土壤与结晶冰面。\n- - W07 环境氛围与声音语言:温室水汽与机械运转为底;音效语言=元素命中/状态挂载/脆化爆裂/免疫弹开/分支光柱/免疫波播报(F06 冻结清单);混音优先级:免疫波警报与播报 > 脆化/分支 > 命中 > 建造 > 环境底噪。\n- - W08 故事表达方式:开场视频(C01)交代穹顶失控 → 过程视频(C02/C03)以「熔炉区碳化/冰霜区结晶」播报承担免疫波预告(每节点 ≤2 句台词,可跳过,剧情界面打开时游戏暂停)→ 结算视频(C04)双意象收束;叙事只做包装不改数值。\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移;滚轮缩放 3 档;镜头不出地图边界;F 键回到基地。\n- - F04 环境常驻效果:穹顶水汽流动、熔炉区热浪、冰霜区飘雪、管架指示灯呼吸。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Event\nName: 藤蔓结晶\nPurpose: create the Event cinematic and satisfy the referenced game contract C03.\nSource visual requirement: 冰霜区寒气漫过藤蔓植株、枝条凝出蓝白冰晶,冰免疫图标意象浮现;无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 藤蔓结晶(Event,5 秒,1280×720@24fps)\n- - 触发时机:第 6 波建造期开始时,每局一次(冰免疫波预告)\n- - 内容与角色场景:冰霜区寒气漫过藤蔓植株、枝条凝出蓝白冰晶,横幅浮现冰免疫图标\n- - 资产对应:藤蔓行者与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接继续建造期;自然播完 → 继续建造期\n- - 状态一致:播放期间不推进建造期倒计时与任何游戏计时\n\n[SHOT PLAN]\n0-2s: establish the scene and begin the required action from this description: 冰霜区寒气漫过藤蔓植株、枝条凝出蓝白冰晶,冰免疫图标意象浮现;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: 继续建造期\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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+ "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: G028_elemental_greenhouse\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:深埋地下的温室「四季穹顶」曾以恒温系统同时供养寒带与热带物种;一次供电事故让冰霜区与熔炉区互相侵蚀,失控苗圃的藤蔓行者苏醒,循水汽冲向种子库。\\\\n- - W02 场景所在地:单张温室内部地图——S 形路线 18 格穿过冰霜区与熔炉区,种子库(温室基地)位于路线终点。\\\\n- - W03 玩家身份与当前任务动机:玩家是温室管理员;中控 AI「穹顶」请求管理员在藤蔓抵达前重建防线:用元素塔的组合、叠加与分支改造抵御 8 波藤蔓行者。\\\\n- - W04 失败代价与结局表达:种子库失守=穹顶破裂(C04 失败意象+失败播报);守住 8 波=恒温恢复、母株发芽(C04 胜利意象)。\\\\n- - W05 叙事来源:寒霜塔=冷凝雾栅、灼焰塔=熔炉喷口、晶岩塔=晶簇岩柱、藤蔓行者=失控苗圃的植物守卫、种子库=四季穹顶的基因方舟。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:主色=温室玻璃青 #7FB5A3、熔炉橙 #E0653A、寒霜蓝 #6FB7D9、藤蔓绿 #4C8C4A;材质为玻璃穹顶、金属管架、湿润土壤与结晶冰面。\\\\n- - W07 环境氛围与声音语言:温室水汽与机械运转为底;音效语言=元素命中/状态挂载/脆化爆裂/免疫弹开/分支光柱/免疫波播报(F06 冻结清单);混音优先级:免疫波警报与播报 > 脆化/分支 > 命中 > 建造 > 环境底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代穹顶失控 → 过程视频(C02/C03)以「熔炉区碳化/冰霜区结晶」播报承担免疫波预告(每节点 ≤2 句台词,可跳过,剧情界面打开时游戏暂停)→ 结算视频(C04)双意象收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移;滚轮缩放 3 档;镜头不出地图边界;F 键回到基地。\\\\n- - F04 环境常驻效果:穹顶水汽流动、熔炉区热浪、冰霜区飘雪、管架指示灯呼吸。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 藤蔓结晶\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: 冰霜区寒气漫过藤蔓植株、枝条凝出蓝白冰晶,冰免疫图标意象浮现;无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 藤蔓结晶(Event,5 秒,1280×720@24fps)\\\\n- - 触发时机:第 6 波建造期开始时,每局一次(冰免疫波预告)\\\\n- - 内容与角色场景:冰霜区寒气漫过藤蔓植株、枝条凝出蓝白冰晶,横幅浮现冰免疫图标\\\\n- - 资产对应:藤蔓行者与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接继续建造期;自然播完 → 继续建造期\\\\n- - 状态一致:播放期间不推进建造期倒计时与任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 冰霜区寒气漫过藤蔓植株、枝条凝出蓝白冰晶,冰免疫图标意象浮现;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: 继续建造期\\\\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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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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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: G028_elemental_greenhouse\nWorld and visual bible:\n- - W01 世界与时代背景:深埋地下的温室「四季穹顶」曾以恒温系统同时供养寒带与热带物种;一次供电事故让冰霜区与熔炉区互相侵蚀,失控苗圃的藤蔓行者苏醒,循水汽冲向种子库。\n- - W02 场景所在地:单张温室内部地图——S 形路线 18 格穿过冰霜区与熔炉区,种子库(温室基地)位于路线终点。\n- - W03 玩家身份与当前任务动机:玩家是温室管理员;中控 AI「穹顶」请求管理员在藤蔓抵达前重建防线:用元素塔的组合、叠加与分支改造抵御 8 波藤蔓行者。\n- - W04 失败代价与结局表达:种子库失守=穹顶破裂(C04 失败意象+失败播报);守住 8 波=恒温恢复、母株发芽(C04 胜利意象)。\n- - W05 叙事来源:寒霜塔=冷凝雾栅、灼焰塔=熔炉喷口、晶岩塔=晶簇岩柱、藤蔓行者=失控苗圃的植物守卫、种子库=四季穹顶的基因方舟。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:主色=温室玻璃青 #7FB5A3、熔炉橙 #E0653A、寒霜蓝 #6FB7D9、藤蔓绿 #4C8C4A;材质为玻璃穹顶、金属管架、湿润土壤与结晶冰面。\n- - W07 环境氛围与声音语言:温室水汽与机械运转为底;音效语言=元素命中/状态挂载/脆化爆裂/免疫弹开/分支光柱/免疫波播报(F06 冻结清单);混音优先级:免疫波警报与播报 > 脆化/分支 > 命中 > 建造 > 环境底噪。\n- - W08 故事表达方式:开场视频(C01)交代穹顶失控 → 过程视频(C02/C03)以「熔炉区碳化/冰霜区结晶」播报承担免疫波预告(每节点 ≤2 句台词,可跳过,剧情界面打开时游戏暂停)→ 结算视频(C04)双意象收束;叙事只做包装不改数值。\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移;滚轮缩放 3 档;镜头不出地图边界;F 键回到基地。\n- - F04 环境常驻效果:穹顶水汽流动、熔炉区热浪、冰霜区飘雪、管架指示灯呼吸。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 种子库发芽\nPurpose: create the Ending cinematic and satisfy the referenced game contract C04.\nSource visual requirement: 双意象共用条目:胜利=恒温恢复、种子库母株破土发芽、暖光铺满穹顶;失败=穹顶玻璃破裂、藤蔓吞没种子库、灯光熄灭;无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C04 种子库发芽(Ending,8 秒,1280×720@24fps,双意象共用条目)\n- - 触发时机:V01/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=恒温恢复、种子库母株破土发芽、暖光铺满穹顶;失败意象=穹顶玻璃破裂、种子库被藤蔓吞没、系统离线\n- - 资产对应:温室基地、藤蔓行者与游戏内模型同源\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]\n0-4s: establish the scene and begin the required action from this description: 双意象共用条目:胜利=恒温恢复、种子库母株破土发芽、暖光铺满穹顶;失败=穹顶玻璃破裂、藤蔓吞没种子库、灯光熄灭;无 UI、无文字\n4-8s: 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: 8 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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+ "duration": 8
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+ "param": "{\"input\":\"{\\\"duration\\\":8,\\\"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: G028_elemental_greenhouse\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:深埋地下的温室「四季穹顶」曾以恒温系统同时供养寒带与热带物种;一次供电事故让冰霜区与熔炉区互相侵蚀,失控苗圃的藤蔓行者苏醒,循水汽冲向种子库。\\\\n- - W02 场景所在地:单张温室内部地图——S 形路线 18 格穿过冰霜区与熔炉区,种子库(温室基地)位于路线终点。\\\\n- - W03 玩家身份与当前任务动机:玩家是温室管理员;中控 AI「穹顶」请求管理员在藤蔓抵达前重建防线:用元素塔的组合、叠加与分支改造抵御 8 波藤蔓行者。\\\\n- - W04 失败代价与结局表达:种子库失守=穹顶破裂(C04 失败意象+失败播报);守住 8 波=恒温恢复、母株发芽(C04 胜利意象)。\\\\n- - W05 叙事来源:寒霜塔=冷凝雾栅、灼焰塔=熔炉喷口、晶岩塔=晶簇岩柱、藤蔓行者=失控苗圃的植物守卫、种子库=四季穹顶的基因方舟。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:主色=温室玻璃青 #7FB5A3、熔炉橙 #E0653A、寒霜蓝 #6FB7D9、藤蔓绿 #4C8C4A;材质为玻璃穹顶、金属管架、湿润土壤与结晶冰面。\\\\n- - W07 环境氛围与声音语言:温室水汽与机械运转为底;音效语言=元素命中/状态挂载/脆化爆裂/免疫弹开/分支光柱/免疫波播报(F06 冻结清单);混音优先级:免疫波警报与播报 > 脆化/分支 > 命中 > 建造 > 环境底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代穹顶失控 → 过程视频(C02/C03)以「熔炉区碳化/冰霜区结晶」播报承担免疫波预告(每节点 ≤2 句台词,可跳过,剧情界面打开时游戏暂停)→ 结算视频(C04)双意象收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移;滚轮缩放 3 档;镜头不出地图边界;F 键回到基地。\\\\n- - F04 环境常驻效果:穹顶水汽流动、熔炉区热浪、冰霜区飘雪、管架指示灯呼吸。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 种子库发芽\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C04.\\\\nSource visual requirement: 双意象共用条目:胜利=恒温恢复、种子库母株破土发芽、暖光铺满穹顶;失败=穹顶玻璃破裂、藤蔓吞没种子库、灯光熄灭;无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C04 种子库发芽(Ending,8 秒,1280×720@24fps,双意象共用条目)\\\\n- - 触发时机:V01/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=恒温恢复、种子库母株破土发芽、暖光铺满穹顶;失败意象=穹顶玻璃破裂、种子库被藤蔓吞没、系统离线\\\\n- - 资产对应:温室基地、藤蔓行者与游戏内模型同源\\\\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]\\\\n0-4s: establish the scene and begin the required action from this description: 双意象共用条目:胜利=恒温恢复、种子库母株破土发芽、暖光铺满穹顶;失败=穹顶玻璃破裂、藤蔓吞没种子库、灯光熄灭;无 UI、无文字\\\\n4-8s: 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: 8 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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+ "paramJson": "{\"input\":\"{\\\"duration\\\":8,\\\"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: G028_elemental_greenhouse\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:深埋地下的温室「四季穹顶」曾以恒温系统同时供养寒带与热带物种;一次供电事故让冰霜区与熔炉区互相侵蚀,失控苗圃的藤蔓行者苏醒,循水汽冲向种子库。\\\\n- - W02 场景所在地:单张温室内部地图——S 形路线 18 格穿过冰霜区与熔炉区,种子库(温室基地)位于路线终点。\\\\n- - W03 玩家身份与当前任务动机:玩家是温室管理员;中控 AI「穹顶」请求管理员在藤蔓抵达前重建防线:用元素塔的组合、叠加与分支改造抵御 8 波藤蔓行者。\\\\n- - W04 失败代价与结局表达:种子库失守=穹顶破裂(C04 失败意象+失败播报);守住 8 波=恒温恢复、母株发芽(C04 胜利意象)。\\\\n- - W05 叙事来源:寒霜塔=冷凝雾栅、灼焰塔=熔炉喷口、晶岩塔=晶簇岩柱、藤蔓行者=失控苗圃的植物守卫、种子库=四季穹顶的基因方舟。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:主色=温室玻璃青 #7FB5A3、熔炉橙 #E0653A、寒霜蓝 #6FB7D9、藤蔓绿 #4C8C4A;材质为玻璃穹顶、金属管架、湿润土壤与结晶冰面。\\\\n- - W07 环境氛围与声音语言:温室水汽与机械运转为底;音效语言=元素命中/状态挂载/脆化爆裂/免疫弹开/分支光柱/免疫波播报(F06 冻结清单);混音优先级:免疫波警报与播报 > 脆化/分支 > 命中 > 建造 > 环境底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代穹顶失控 → 过程视频(C02/C03)以「熔炉区碳化/冰霜区结晶」播报承担免疫波预告(每节点 ≤2 句台词,可跳过,剧情界面打开时游戏暂停)→ 结算视频(C04)双意象收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移;滚轮缩放 3 档;镜头不出地图边界;F 键回到基地。\\\\n- - F04 环境常驻效果:穹顶水汽流动、熔炉区热浪、冰霜区飘雪、管架指示灯呼吸。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 种子库发芽\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C04.\\\\nSource visual requirement: 双意象共用条目:胜利=恒温恢复、种子库母株破土发芽、暖光铺满穹顶;失败=穹顶玻璃破裂、藤蔓吞没种子库、灯光熄灭;无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C04 种子库发芽(Ending,8 秒,1280×720@24fps,双意象共用条目)\\\\n- - 触发时机:V01/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=恒温恢复、种子库母株破土发芽、暖光铺满穹顶;失败意象=穹顶玻璃破裂、种子库被藤蔓吞没、系统离线\\\\n- - 资产对应:温室基地、藤蔓行者与游戏内模型同源\\\\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]\\\\n0-4s: establish the scene and begin the required action from this description: 双意象共用条目:胜利=恒温恢复、种子库母株破土发芽、暖光铺满穹顶;失败=穹顶玻璃破裂、藤蔓吞没种子库、灯光熄灭;无 UI、无文字\\\\n4-8s: 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: 8 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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+ "finished_at": "2026-10-19T08:35:59.580211+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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