Upload Seedance CG videos for G034_tinker_backpack
#200
by xiaotianqi05 - opened
- outputs/G034_tinker_backpack/assets/cg_video/G034_cg_001/meta_seedance.json +54 -0
- outputs/G034_tinker_backpack/assets/cg_video/G034_cg_001/video_seedance.mp4 +3 -0
- outputs/G034_tinker_backpack/assets/cg_video/G034_cg_002/meta_seedance.json +54 -0
- outputs/G034_tinker_backpack/assets/cg_video/G034_cg_002/video_seedance.mp4 +3 -0
- outputs/G034_tinker_backpack/assets/cg_video/G034_cg_003/meta_seedance.json +54 -0
- outputs/G034_tinker_backpack/assets/cg_video/G034_cg_003/video_seedance.mp4 +3 -0
outputs/G034_tinker_backpack/assets/cg_video/G034_cg_001/meta_seedance.json
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{
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"task_id_input": "G034_cg_001",
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"game_id": "G034_tinker_backpack",
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"model": "bytedance/seedance-2",
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"prompt_schema": "cg_video_prompt.v1",
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"prompt_sha256": "b1134e511aff98c35bf30aa92d7877d79fcf05512221be571e1817c751306d67",
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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: G034_tinker_backpack\nWorld and visual bible:\n- - W01 世界与时代背景:废土纪元的工坊带依靠旧发电塔群维持电力;机械兽群占据废弃工坊,「行囊试炼」是修补匠行会的出师考核——只带一只背包,修好一座塔。\n- - W02 场景所在地:废土工坊三段战斗舞台——初战的废料场、中战的哨卡隘口、终战的旧发电塔内部(核心蜂后巢室)。\n- - W03 玩家身份与当前任务动机:玩家是修补匠阿铆;参加「行囊试炼」,用扳手、锤子、灯笼与卷尺在 4×4 行囊里排出最优布局,穿过废土工坊修好被核心蜂后占据的旧发电塔。\n- - W04 失败代价与结局表达:行囊散落=试炼失败(失败意象:工具散了一地);击败蜂后=发电塔重新点亮(胜利意象:塔灯自下而上亮起)。\n- - W05 叙事来源:磨损拾荒器/废土守卫/核心蜂后为原创造型(机兽与机兵);战利品三选一=工坊废墟里捡到的器材;加成辅件=齿轮咬合、机油润滑、电池供电的行话转译。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:蒸汽朋克修补匠风;主色=黄铜 #B08D57、锈红 #8A4A2E、皮革褐 #6B4F3A、帆布米 #D8CBB0;材质为黄铜件、帆布补丁、铆钉铁板与机油渍。\n- - W07 环境氛围与声音语言:废土风噪与远处金属哐当为底;音效语言=拖拽落格/旋转/加成连线/出牌/四类攻击/格挡/强化/胜负(F06 冻结清单);混音优先级:胜负结算 > 攻击与加成 > 卡牌与布局操作 > 环境底噪。\n- - W08 故事表达方式(M 档冻结节点表,触发时机 → 台词/字幕,每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停):开场(C01+阿铆台词「一只背包,一路修过去。试炼开始。」)→ 中战前(守卫台词「未经许可,禁止通过。」)→ 终战前(C02+阿铆台词「发电塔里那只蜂后……就是这次试炼的终点。」)→ 胜利(C03+阿铆台词「灯亮了。试炼完成。」)→ 失败(阿铆台词「工具散了一地……再来一次。」+失败结算面板)。叙事只做包装不改数值。\n- - F01 视角与镜头:侧视战斗舞台;出牌时推近 5% 再回(0.3 秒);蜂后登场先拉远再慢推(1.5 秒)。\n- - F04 环境常驻效果:废土热浪、齿轮吊臂缓摆、蒸汽泄压、火星飘散。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 行囊试炼\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: A traveling tinker packs tools into a huge patched backpack in a cluttered workshop, then steps out into a rusty wasteland junkyard toward a dark old power tower, stylized steampunk tinker style, brass, rust, leather and canvas, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 行囊试炼(Opening,10 秒,1280×720@24fps)\n- - 触发时机:首次由标题进入对局(初始行囊窗口)之前,每局一次\n- - 内容与角色场景:修补匠在堆满器材的工坊里把工具收进巨大的补丁背包,走出工坊面对锈色废土与远处昏暗的旧发电塔\n- - 资产对应:修补匠阿铆、废土工坊场景与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入初始行囊窗口;自然播完 → 进入初始行囊窗口\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: A traveling tinker packs tools into a huge patched backpack in a cluttered workshop, then steps out into a rusty wasteland junkyard toward a dark old power tower, stylized steampunk tinker style, brass, rust, leather and canvas, cinematic, original design, no text\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: 直接进入初始行囊\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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"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": 10
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}
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},
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"started_at": "2026-10-19T10:03:29.779318+00:00",
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"task_id": "85569417b19376c2d50970e6152c82ec",
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"status_response": {
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"taskId": "85569417b19376c2d50970e6152c82ec",
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"model": "bytedance/seedance-2",
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"state": "success",
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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: G034_tinker_backpack\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:废土纪元的工坊带依靠旧发电塔群维持电力;机械兽群占据废弃工坊,「行囊试炼」是修补匠行会的出师考核——只带一只背包,修好一座塔。\\\\n- - W02 场景所在地:废土工坊三段战斗舞台——初战的废料场、中战的哨卡隘口、终战的旧发电塔内部(核心蜂后巢室)。\\\\n- - W03 玩家身份与当前任务动机:玩家是修补匠阿铆;参加「行囊试炼」,用扳手、锤子、灯笼与卷尺在 4×4 行囊里排出最优布局,穿过废土工坊修好被核心蜂后占据的旧发电塔。\\\\n- - W04 失败代价与结局表达:行囊散落=试炼失败(失败意象:工具散了一地);击败蜂后=发电塔重新点亮(胜利意象:塔灯自下而上亮起)。\\\\n- - W05 叙事来源:磨损拾荒器/废土守卫/核心蜂后为原创造型(机兽与机兵);战利品三选一=工坊废墟里捡到的器材;加成辅件=齿轮咬合、机油润滑、电池供电的行话转译。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:蒸汽朋克修补匠风;主色=黄铜 #B08D57、锈红 #8A4A2E、皮革褐 #6B4F3A、帆布米 #D8CBB0;材质为黄铜件、帆布补丁、铆钉铁板与机油渍。\\\\n- - W07 环境氛围与声音语言:废土风噪与远处金属哐当为底;音效语言=拖拽落格/旋转/加成连线/出牌/四类攻击/格挡/强化/胜负(F06 冻结清单);混音优先级:胜负结算 > 攻击与加成 > 卡牌与布局操作 > 环境底噪。\\\\n- - W08 故事表达方式(M 档冻结节点表,触发时机 → 台词/字幕,每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停):开场(C01+阿铆台词「一只背包,一路修过去。试炼开始。」)→ 中战前(守卫台词「未经许可,禁止通过。」)→ 终战前(C02+阿铆台词「发电塔里那只蜂后……就是这次试炼的终点。」)→ 胜利(C03+阿铆台词「灯亮了。试炼完成。」)→ 失败(阿铆台词「工具散了一地……再来一次。」+失败结算面板)。叙事只做包装不改数值。\\\\n- - F01 视角与镜头:侧视战斗舞台;出牌时推近 5% 再回(0.3 秒);蜂后登场先拉远再慢推(1.5 秒)。\\\\n- - F04 环境常驻效果:废土热浪、齿轮吊臂缓摆、蒸汽泄压、火星飘散。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 行囊试炼\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: A traveling tinker packs tools into a huge patched backpack in a cluttered workshop, then steps out into a rusty wasteland junkyard toward a dark old power tower, stylized steampunk tinker style, brass, rust, leather and canvas, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 行囊试炼(Opening,10 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入对局(初始行囊窗口)之前,每局一次\\\\n- - 内容与角色场景:修补匠在堆满器材的工坊里把工具收进巨大的补丁背包,走出工坊面对锈色废土与远处昏暗的旧发电塔\\\\n- - 资产对应:修补匠阿铆、废土工坊场景与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入初始行囊窗口;自然播完 → 进入初始行囊窗口\\\\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: A traveling tinker packs tools into a huge patched backpack in a cluttered workshop, then steps out into a rusty wasteland junkyard toward a dark old power tower, stylized steampunk tinker style, brass, rust, leather and canvas, cinematic, original design, no text\\\\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: 直接进入初始行囊\\\\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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"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792404422807-0ydp1vbyjnwr.mp4\"]}",
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"failCode": null,
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"failMsg": null,
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"costTime": 211,
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"completeTime": 1792404423716,
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"createTime": 1792404211960,
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"creditsConsumed": 410.0,
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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/1792404422807-0ydp1vbyjnwr.mp4"
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]
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},
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"successFlag": 1,
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| 43 |
+
"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: G034_tinker_backpack\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:废土纪元的工坊带依靠旧发电塔群维持电力;机械兽群占据废弃工坊,「行囊试炼」是修补匠行会的出师考核——只带一只背包,修好一座塔。\\\\n- - W02 场景所在地:废土工坊三段战斗舞台——初战的废料场、中战的哨卡隘口、终战的旧发电塔内部(核心蜂后巢室)。\\\\n- - W03 玩家身份与当前任务动机:玩家是修补匠阿铆;参加「行囊试炼」,用扳手、锤子、灯笼与卷尺在 4×4 行囊里排出最优布局,穿过废土工坊修好被核心蜂后占据的旧发电塔。\\\\n- - W04 失败代价与结局表达:行囊散落=试炼失败(失败意象:工具散了一地);击败蜂后=发电塔重新点亮(胜利意象:塔灯自下而上亮起)。\\\\n- - W05 叙事来源:磨损拾荒器/废土守卫/核心蜂后为原创造型(机兽与机兵);战利品三选一=工坊废墟里捡到的器材;加成辅件=齿轮咬合、机油润滑、电池供电的行话转译。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:蒸汽朋克修补匠风;主色=黄铜 #B08D57、锈红 #8A4A2E、皮革褐 #6B4F3A、帆布米 #D8CBB0;材质为黄铜件、帆布补丁、铆钉铁板与机油渍。\\\\n- - W07 环境氛围与声音语言:废土风噪与远处金属哐当为底;音效语言=拖拽落格/旋转/加成连线/出牌/四类攻击/格挡/强化/胜负(F06 冻结清单);混音优先级:胜负结算 > 攻击与加成 > 卡牌与布局操作 > 环境底噪。\\\\n- - W08 故事表达方式(M 档冻结节点表,触发时机 → 台词/字幕,每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停):开场(C01+阿铆台词「一只背包,一路修过去。试炼开始。」)→ 中战前(守卫台词「未经许可,禁止通过。」)→ 终战前(C02+阿铆台词「发电塔里那只蜂后……就是这次试炼的终点。」)→ 胜利(C03+阿铆台词「灯亮了。试炼完成。」)→ 失败(阿铆台词「工具散了一地……再来一次。」+失败结算面板)。叙事只做包装不改数值。\\\\n- - F01 视角与镜头:侧视战斗舞台;出牌时推近 5% 再回(0.3 秒);蜂后登场先拉远再慢推(1.5 秒)。\\\\n- - F04 环境常驻效果:废土热浪、齿轮吊臂缓摆、蒸汽泄压、火星飘散。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 行囊试炼\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: A traveling tinker packs tools into a huge patched backpack in a cluttered workshop, then steps out into a rusty wasteland junkyard toward a dark old power tower, stylized steampunk tinker style, brass, rust, leather and canvas, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 行囊试炼(Opening,10 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入对局(初始行囊窗口)之前,每局一次\\\\n- - 内容与角色场景:修补匠在堆满器材的工坊里把工具收进巨大的补丁背包,走出工坊面对锈色废土与远处昏暗的旧发电塔\\\\n- - 资产对应:修补匠阿铆、废土工坊场景与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入初始行囊窗口;自然播完 → 进入初始行囊窗口\\\\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: A traveling tinker packs tools into a huge patched backpack in a cluttered workshop, then steps out into a rusty wasteland junkyard toward a dark old power tower, stylized steampunk tinker style, brass, rust, leather and canvas, cinematic, original design, no text\\\\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: 直接进入初始行囊\\\\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\"}"
|
| 44 |
+
},
|
| 45 |
+
"result_url": "https://tempfile.aiquickdraw.com/seedance/1792404422807-0ydp1vbyjnwr.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G034_cg_001__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G034_cg_001__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 5310560,
|
| 49 |
+
"video_bytes": 2661330,
|
| 50 |
+
"credits_consumed": 410.0,
|
| 51 |
+
"finished_at": "2026-10-19T10:07:19.224932+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/G034_tinker_backpack/assets/cg_video/G034_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:fc28d9a101f4ae9c8848e497db5c0d1d0e6617f53c0dc6f10c31380179835ddc
|
| 3 |
+
size 2661330
|
outputs/G034_tinker_backpack/assets/cg_video/G034_cg_002/meta_seedance.json
ADDED
|
@@ -0,0 +1,54 @@
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|
| 1 |
+
{
|
| 2 |
+
"task_id_input": "G034_cg_002",
|
| 3 |
+
"game_id": "G034_tinker_backpack",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
+
"prompt_sha256": "37f5b9e23e665906b4ea5d1bb3db992a0736a6efa62241f92197573c221a4bcc",
|
| 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: G034_tinker_backpack\nWorld and visual bible:\n- - W01 世界与时代背景:废土纪元的工坊带依靠旧发电塔群维持电力;机械兽群占据废弃工坊,「行囊试炼」是修补匠行会的出师考核——只带一只背包,修好一座塔。\n- - W02 场景所在地:废土工坊三段战斗舞台——初战的废料场、中战的哨卡隘口、终战的旧发电塔内部(核心蜂后巢室)。\n- - W03 玩家身份与当前任务动机:玩家是修补匠阿铆;参加「行囊试炼」,用扳手、锤子、灯笼与卷尺在 4×4 行囊里排出最优布局,穿过废土工坊修好被核心蜂后占据的旧发电塔。\n- - W04 失败代价与结局表达:行囊散落=试炼失败(失败意象:工具散了一地);击败蜂后=发电塔重新点亮(胜利意象:塔灯自下而上亮起)。\n- - W05 叙事来源:磨损拾荒器/废土守卫/核心蜂后为原创造型(机兽与机兵);战利品三选一=工坊废墟里捡到的器材;加成辅件=齿轮咬合、机油润滑、电池供电的行话转译。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:蒸汽朋克修补匠风;主色=黄铜 #B08D57、锈红 #8A4A2E、皮革褐 #6B4F3A、帆布米 #D8CBB0;材质为黄铜件、帆布补丁、铆钉铁板与机油渍。\n- - W07 环境氛围与声音语言:废土风噪与远处金属哐当为底;音效语言=拖拽落格/旋转/加成连线/出牌/四类攻击/格挡/强化/胜负(F06 冻结清单);混音优先级:胜负结算 > 攻击与加成 > 卡牌与布局操作 > 环境底噪。\n- - W08 故事表达方式(M 档冻结节点表,触发时机 → 台词/字幕,每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停):开场(C01+阿铆台词「一只背包,一路修过去。试炼开始。」)→ 中战前(守卫台词「未经许可,禁止通过。」)→ 终战前(C02+阿铆台词「发电塔里那只蜂后……就是这次试炼的终点。」)→ 胜利(C03+阿铆台词「灯亮了。试炼完成。」)→ 失败(阿铆台词「工具散了一地……再来一次。」+失败结算面板)。叙事只做包装不改数值。\n- - F01 视角与镜头:侧视战斗舞台;出牌时推近 5% 再回(0.3 秒);蜂后登场先拉远再慢推(1.5 秒)。\n- - F04 环境常驻效果:废土热浪、齿轮吊臂缓摆、蒸汽泄压、火星飘散。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Combat\nName: 蜂后苏醒\nPurpose: create the Combat cinematic and satisfy the referenced game contract C02.\nSource visual requirement: Inside a dark power tower, a large mechanical queen bee awakens, its reactor core abdomen glowing, brass wings unfolding with sparks, stylized steampunk tinker style, brass, rust, leather and canvas, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 蜂后苏醒(Combat,6 秒,1280×720@24fps)\n- - 触发时机:终战加载之前,每局一次\n- - 内容与角色场景:昏暗发电塔内部,机械蜂后苏醒——反应堆核心般的腹部发光、黄铜翅膀展开迸出火花\n- - 资产对应:核心蜂后与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入终战;自然播完 → 进入终战\n- - 状态一致:播放期间不推进任何游戏计时;不影响起手与状态\n\n[SHOT PLAN]\n0-3s: establish the scene and begin the required action from this description: Inside a dark power tower, a large mechanical queen bee awakens, its reactor core abdomen glowing, brass wings unfolding with sparks, stylized steampunk tinker style, brass, rust, leather and canvas, cinematic, original design, no text\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: 直接进入终战\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": "2026-10-19T10:07:21.222600+00:00",
|
| 23 |
+
"task_id": "dc10c81dd65cf707c8ccf2748a6c15ca",
|
| 24 |
+
"status_response": {
|
| 25 |
+
"taskId": "dc10c81dd65cf707c8ccf2748a6c15ca",
|
| 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: G034_tinker_backpack\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:废土纪元的工坊带依靠旧发电塔群维持电力;机械兽群占据废弃工坊,「行囊试炼」是修补匠行会的出师考核——只带一只背包,修好一座塔。\\\\n- - W02 场景所在地:废土工坊三段战斗舞台——初战的废料场、中战的哨卡隘口、终战的旧发电塔内部(核心蜂后巢室)。\\\\n- - W03 玩家身份与当前任务动机:玩家是修补匠阿铆;参加「行囊试炼」,用扳手、锤子、灯笼与卷尺在 4×4 行囊里排出最优布局,穿过废土工坊修好被核心蜂后占据的旧发电塔。\\\\n- - W04 失败代价与结局表达:行囊散落=试炼失败(失败意象:工具散了一地);击败蜂后=发电塔重新点亮(胜利意象:塔灯自下而上亮起)。\\\\n- - W05 叙事来源:磨损拾荒器/废土守卫/核心蜂后为原创造型(机兽与机兵);战利品三选一=工坊废墟里捡到的器材;加成辅件=齿轮咬合、机油润滑、电池供电的行话转译。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:蒸汽朋克修补匠风;主色=黄铜 #B08D57、锈红 #8A4A2E、皮革褐 #6B4F3A、帆布米 #D8CBB0;材质为黄铜件、帆布补丁、铆钉铁板与机油渍。\\\\n- - W07 环境氛围与声音语言:废土风噪与远处金属哐当为底;音效语言=拖拽落格/旋转/加成连线/出牌/四类攻击/格挡/强化/胜负(F06 冻结清单);混音优先级:胜负结算 > 攻击与加成 > 卡牌与布局操作 > 环境底噪。\\\\n- - W08 故事表达方式(M 档冻结节点表,触发时机 → 台词/字幕,每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停):开场(C01+阿铆台词「一只背包,一路修过去。试炼开始。」)→ 中战前(守卫台词「未经许可,禁止通过。」)→ 终战前(C02+阿铆台词「发电塔里那只蜂后……就是这次试炼的终点。」)→ 胜利(C03+阿铆台词「灯亮了。试炼完成。」)→ 失败(阿铆台词「工具散了一地……再来一次。」+失败结算面板)。叙事只做包装不改数值。\\\\n- - F01 视角与镜头:侧视战斗舞台;出牌时推近 5% 再回(0.3 秒);蜂后登场先拉远再慢推(1.5 秒)。\\\\n- - F04 环境常驻效果:废土热浪、齿轮吊臂缓摆、蒸汽泄压、火星飘散。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Combat\\\\nName: 蜂后苏醒\\\\nPurpose: create the Combat cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: Inside a dark power tower, a large mechanical queen bee awakens, its reactor core abdomen glowing, brass wings unfolding with sparks, stylized steampunk tinker style, brass, rust, leather and canvas, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 蜂后苏醒(Combat,6 秒,1280×720@24fps)\\\\n- - 触发时机:终战加载之前,每局一次\\\\n- - 内容与角色场景:昏暗发电塔内部,机械蜂后苏醒——反应堆核心般的腹部发光、黄铜翅膀展开迸出火花\\\\n- - 资产对应:核心蜂后与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入终战;自然播完 → 进入终战\\\\n- - 状态一致:播放期间不推进任何游戏计时;不影响起手与状态\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: Inside a dark power tower, a large mechanical queen bee awakens, its reactor core abdomen glowing, brass wings unfolding with sparks, stylized steampunk tinker style, brass, rust, leather and canvas, cinematic, original design, no text\\\\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: 直接进入终战\\\\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/1792404651879-iv0n4owdg1q.mp4\"]}",
|
| 30 |
+
"failCode": null,
|
| 31 |
+
"failMsg": null,
|
| 32 |
+
"costTime": 210,
|
| 33 |
+
"completeTime": 1792404652530,
|
| 34 |
+
"createTime": 1792404442293,
|
| 35 |
+
"creditsConsumed": 246.0,
|
| 36 |
+
"operationType": "bytedance/seedance-2",
|
| 37 |
+
"response": {
|
| 38 |
+
"resultUrls": [
|
| 39 |
+
"https://tempfile.aiquickdraw.com/seedance/1792404651879-iv0n4owdg1q.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: G034_tinker_backpack\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:废土纪元的工坊带依靠旧发电塔群维持电力;机械兽群占据废弃工坊,「行囊试炼」是修补匠行会的出师考核——只带一只背包,修好一座塔。\\\\n- - W02 场景所在地:废土工坊三段战斗舞台——初战的废料场、中战的哨卡隘口、终战的旧发电塔内部(核心蜂后巢室)。\\\\n- - W03 玩家身份与当前任务动机:玩家是修补匠阿铆;参加「行囊试炼」,用扳手、锤子、灯笼与卷尺在 4×4 行囊里排出最优布局,穿过废土工坊修好被核心蜂后占据的旧发电塔。\\\\n- - W04 失败代价与结局表达:行囊散落=试炼失败(失败意象:工具散了一地);击败蜂后=发电塔重新点亮(胜利意象:塔灯自下而上亮起)。\\\\n- - W05 叙事来源:磨损拾荒器/废土守卫/核心蜂后为原创造型(机兽与机兵);战利品三选一=工坊废墟里捡到的器材;加成辅件=齿轮咬合、机油润滑、电池供电的行话转译。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:蒸汽朋克修补匠风;主色=黄铜 #B08D57、锈红 #8A4A2E、皮革褐 #6B4F3A、帆布米 #D8CBB0;材质为黄铜件、帆布补丁、铆钉铁板与机油渍。\\\\n- - W07 环境氛围与声音语言:废土风噪与远处金属哐当为底;音效语言=拖拽落格/旋转/加成连线/出牌/四类攻击/格挡/强化/胜负(F06 冻结清单);混音优先级:胜负结算 > 攻击与加成 > 卡牌与布局操作 > 环境底噪。\\\\n- - W08 故事表达方式(M 档冻结节点表,触发时机 → 台词/字幕,每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停):开场(C01+阿铆台词「一只背包,一路修过去。试炼开始。」)→ 中战前(守卫台词「未经许可,禁止通过。」)→ 终战前(C02+阿铆台词「发电塔里那只蜂后……就是这次试炼的终点。」)→ 胜利(C03+阿铆台词「灯亮了。试炼完成。」)→ 失败(阿铆台词「工具散了一地……再来一次。」+失败结算面板)。叙事只做包装不改数值。\\\\n- - F01 视角与镜头:侧视战斗舞台;出牌时推近 5% 再回(0.3 秒);蜂后登场先拉远再慢推(1.5 秒)。\\\\n- - F04 环境常驻效果:废土热浪、齿轮吊臂缓摆、蒸汽泄压、火星飘散。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Combat\\\\nName: 蜂后苏醒\\\\nPurpose: create the Combat cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: Inside a dark power tower, a large mechanical queen bee awakens, its reactor core abdomen glowing, brass wings unfolding with sparks, stylized steampunk tinker style, brass, rust, leather and canvas, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 蜂后苏醒(Combat,6 秒,1280×720@24fps)\\\\n- - 触发时机:终战加载之前,每局一次\\\\n- - 内容与角色场景:昏暗发电塔内部,机械蜂后苏醒——反应堆核心般的腹部发光、黄铜翅膀展开迸出火花\\\\n- - 资产对应:核心蜂后与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入终战;自然播完 → 进入终战\\\\n- - 状态一致:播放期间不推进任何游戏计时;不影响起手与状态\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: Inside a dark power tower, a large mechanical queen bee awakens, its reactor core abdomen glowing, brass wings unfolding with sparks, stylized steampunk tinker style, brass, rust, leather and canvas, cinematic, original design, no text\\\\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: 直接进入终战\\\\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/1792404651879-iv0n4owdg1q.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G034_cg_002__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G034_cg_002__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 3363964,
|
| 49 |
+
"video_bytes": 1657630,
|
| 50 |
+
"credits_consumed": 246.0,
|
| 51 |
+
"finished_at": "2026-10-19T10:11:02.211638+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/G034_tinker_backpack/assets/cg_video/G034_cg_002/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 sha256:2c9f2a7751d0b781d5050e5516d6f3ce4c33ac2780647122b5989dd766dc6926
|
| 3 |
+
size 1657630
|
outputs/G034_tinker_backpack/assets/cg_video/G034_cg_003/meta_seedance.json
ADDED
|
@@ -0,0 +1,54 @@
|
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|
| 1 |
+
{
|
| 2 |
+
"task_id_input": "G034_cg_003",
|
| 3 |
+
"game_id": "G034_tinker_backpack",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
+
"prompt_sha256": "3948a55aad8eb3443eb5fb132e9caa76b553480036430e14fc87b78a0dc3f7c3",
|
| 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: G034_tinker_backpack\nWorld and visual bible:\n- - W01 世界与时代背景:废土纪元的工坊带依靠旧发电塔群维持电力;机械兽群占据废弃工坊,「行囊试炼」是修补匠行会的出师考核——只带一只背包,修好一座塔。\n- - W02 场景所在地:废土工坊三段战斗舞台——初战的废料场、中战的哨卡隘口、终战的旧发电塔内部(核心蜂后巢室)。\n- - W03 玩家身份与当前任务动机:玩家是修补匠阿铆;参加「行囊试炼」,用扳手、锤子、灯笼与卷尺在 4×4 行囊里排出最优布局,穿过废土工坊修好被核心蜂后占据的旧发电塔。\n- - W04 失败代价与结局表达:行囊散落=试炼失败(失败意象:工具散了一地);击败蜂后=发电塔重新点亮(胜利意象:塔灯自下而上亮起)。\n- - W05 叙事来源:磨损拾荒器/废土守卫/核心蜂后为原创造型(机兽与机兵);战利品三选一=工坊废墟里捡到的器材;加成辅件=齿轮咬合、机油润滑、电池供电的行话转译。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:蒸汽朋克修补匠风;主色=黄铜 #B08D57、锈红 #8A4A2E、皮革褐 #6B4F3A、帆布米 #D8CBB0;材质为黄铜件、帆布补丁、铆钉铁板与机油渍。\n- - W07 环境氛围与声音语言:废土风噪与远处金属哐当为底;音效语言=拖拽落格/旋转/加成连线/出牌/四类攻击/格挡/强化/胜负(F06 冻结清单);混音优先级:胜负结算 > 攻击与加成 > 卡牌与布局操作 > 环境底噪。\n- - W08 故事表达方式(M 档冻结节点表,触发时机 → 台词/字幕,每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停):开场(C01+阿铆台词「一只背包,一路修过去。试炼开始。」)→ 中战前(守卫台词「未经许可,禁止通过。」)→ 终战前(C02+阿铆台词「发电塔里那只蜂后……就是这次试炼的终点。」)→ 胜利(C03+阿铆台词「灯亮了。试炼完成。」)→ 失败(阿铆台词「工具散了一地……再来一次。」+失败结算面板)。叙事只做包装不改数值。\n- - F01 视角与镜头:侧视战斗舞台;出牌时推近 5% 再回(0.3 秒);蜂后登场先拉远再慢推(1.5 秒)。\n- - F04 环境常驻效果:废土热浪、齿轮吊臂缓摆、蒸汽泄压、火星飘散。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 发电塔重亮\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\nSource visual requirement: The old power tower lights up from bottom to top, sparks flying, the tinker stands below with the backpack as lights spread across the junkyard at dusk, stylized steampunk tinker style, brass, rust, leather and canvas, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 发电塔重亮(Ending,8 秒,1280×720@24fps)\n- - 触发时机:V01 成立、胜利结算面板出现之前,每局一次;失败不走 CG(W08 失败台词+defeat_sting+失败结算面板)\n- - 内容与角色场景:旧发电塔自下而上逐层点亮、火花飞溅,修补匠背着行囊站在塔下,暮色中灯光漫过废土\n- - 资产对应:修补匠阿铆与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入胜利结算面板;自然播完 → 进入胜利结算面板\n- - 状态一致:仅在真实 V01 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: The old power tower lights up from bottom to top, sparks flying, the tinker stands below with the backpack as lights spread across the junkyard at dusk, stylized steampunk tinker style, brass, rust, leather and canvas, cinematic, original design, no text\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: 直接进入胜利结算面板\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.",
|
| 12 |
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"reference_image_urls": [],
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| 13 |
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"reference_video_urls": [],
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| 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 |
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"resolution": "720p",
|
| 18 |
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"aspect_ratio": "16:9",
|
| 19 |
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"duration": 8
|
| 20 |
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}
|
| 21 |
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},
|
| 22 |
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"started_at": "2026-10-19T10:11:02.783748+00:00",
|
| 23 |
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"task_id": "0525f49029ae3f8c797d149e5573def4",
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"status_response": {
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| 25 |
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"taskId": "0525f49029ae3f8c797d149e5573def4",
|
| 26 |
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"model": "bytedance/seedance-2",
|
| 27 |
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"state": "success",
|
| 28 |
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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: G034_tinker_backpack\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:废土纪元的工坊带依靠旧发电塔群维持电力;机械兽群占据废弃工坊,「行囊试炼」是修补匠行会的出师考核——只带一只背包,修好一座塔。\\\\n- - W02 场景所在地:废土工坊三段战斗舞台——初战的废料场、中战的哨卡隘口、终战的旧发电塔内部(核心蜂后巢室)。\\\\n- - W03 玩家身份与当前任务动机:玩家是修补匠阿铆;参加「行囊试炼」,用扳手、锤子、灯笼与卷尺在 4×4 行囊里排出最优布局,穿过废土工坊修好被核心蜂后占据的旧发电塔。\\\\n- - W04 失败代价与结局表达:行囊散落=试炼失败(失败意象:工具散了一地);击败蜂后=发电塔重新点亮(胜利意象:塔灯自下而上亮起)。\\\\n- - W05 叙事来源:磨损拾荒器/废土守卫/核心蜂后为原创造型(机兽与机兵);战利品三选一=工坊废墟里捡到的器材;加成辅件=齿轮咬合、机油润滑、电池供电的行话转译。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:蒸汽朋克修补匠风;主色=黄铜 #B08D57、锈红 #8A4A2E、皮革褐 #6B4F3A、帆布米 #D8CBB0;材质为黄铜件、帆布补丁、铆钉铁板与机油渍。\\\\n- - W07 环境氛围与声音语言:废土风噪与远处金属哐当为底;音效语言=拖拽落格/旋转/加成连线/出牌/四类攻击/格挡/强化/胜负(F06 冻结清单);混音优先级:胜负结算 > 攻击与加成 > 卡牌与布局操作 > 环境底噪。\\\\n- - W08 故事表达方式(M 档冻结节点表,触发时机 → 台词/字幕,每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停):开场(C01+阿铆台词「一只背包,一路修过去。试炼开始。」)→ 中战前(守卫台词「未经许可,禁止通过。」)→ 终战前(C02+阿铆台词「发电塔里那只蜂后……就是这次试炼的终点。」)→ 胜利(C03+阿铆台词「灯亮了。试炼完成。」)→ 失败(阿铆台词「工具散了一地……再来一次。」+失败结算面板)。叙事只做包装不改数值。\\\\n- - F01 视角与镜头:侧视战斗舞台;出牌时推近 5% 再回(0.3 秒);蜂后登场先拉远再慢推(1.5 秒)。\\\\n- - F04 环境常驻效果:废土热浪、齿轮吊臂缓摆、蒸汽泄压、火星飘散。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 发电塔重亮\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: The old power tower lights up from bottom to top, sparks flying, the tinker stands below with the backpack as lights spread across the junkyard at dusk, stylized steampunk tinker style, brass, rust, leather and canvas, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 发电塔重亮(Ending,8 秒,1280×720@24fps)\\\\n- - 触发时机:V01 成立、胜利结算面板出现之前,每局一次;失败不走 CG(W08 失败台词+defeat_sting+失败结算面板)\\\\n- - 内容与角色场景:旧发电塔自下而上逐层点亮、火花飞溅,修补匠背着行囊站在塔下,暮色中灯光漫过废土\\\\n- - 资产对应:修补匠阿铆与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入胜利结算面板;自然播完 → 进入胜利结算面板\\\\n- - 状态一致:仅在真实 V01 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: The old power tower lights up from bottom to top, sparks flying, the tinker stands below with the backpack as lights spread across the junkyard at dusk, stylized steampunk tinker style, brass, rust, leather and canvas, cinematic, original design, no text\\\\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: 直接进入胜利结算面板\\\\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\"}",
|
| 29 |
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"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792404941861-ldiqduuh1xi.mp4\"]}",
|
| 30 |
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"failCode": null,
|
| 31 |
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|
| 32 |
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"costTime": 278,
|
| 33 |
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"completeTime": 1792404942635,
|
| 34 |
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"createTime": 1792404663879,
|
| 35 |
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"creditsConsumed": 328.0,
|
| 36 |
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"operationType": "bytedance/seedance-2",
|
| 37 |
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"response": {
|
| 38 |
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"resultUrls": [
|
| 39 |
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"https://tempfile.aiquickdraw.com/seedance/1792404941861-ldiqduuh1xi.mp4"
|
| 40 |
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]
|
| 41 |
+
},
|
| 42 |
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"successFlag": 1,
|
| 43 |
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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: G034_tinker_backpack\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:废土纪元的工坊带依靠旧发电塔群维持电力;机械兽群占据废弃工坊,「行囊试炼」是修补匠行会的出师考核——只带一只背包,修好一座塔。\\\\n- - W02 场景所在地:废土工坊三段战斗舞台——初战的废料场、中战的哨卡隘口、终战的旧发电塔内部(核心蜂后巢室)。\\\\n- - W03 玩家身份与当前任务动机:玩家是修补匠阿铆;参加「行囊试炼」,用扳手、锤子、灯笼与卷尺在 4×4 行囊里排出最优布局,穿过废土工坊修好被核心蜂后占据的旧发电塔。\\\\n- - W04 失败代价与结局表达:行囊散落=试炼失败(失败意象:工具散了一地);击败蜂后=发电塔重新点亮(胜利意象:塔灯自下而上亮起)。\\\\n- - W05 叙事来源:磨损拾荒器/废土守卫/核心蜂后为原创造型(机兽与机兵);战利品三选一=工坊废墟里捡到的器材;加成辅件=齿轮咬合、机油润滑、电池供电的行话转译。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:蒸汽朋克修补匠风;主色=黄铜 #B08D57、锈红 #8A4A2E、皮革褐 #6B4F3A、帆布米 #D8CBB0;材质为黄铜件、帆布补丁、铆钉铁板与机油渍。\\\\n- - W07 环境氛围与声音语言:废土风噪与远处金属哐当为底;音效语言=拖拽落格/旋转/加成连线/出牌/四类攻击/格挡/强化/胜负(F06 冻结清单);混音优先级:胜负结算 > 攻击与加成 > 卡牌与布局操作 > 环境底噪。\\\\n- - W08 故事表达方式(M 档冻结节点表,触发时机 → 台词/字幕,每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停):开场(C01+阿铆台词「一只背包,一路修过去。试炼开始。」)→ 中战前(守卫台词「未经许可,禁止通过。」)→ 终战前(C02+阿铆台词「发电塔里那只蜂后……就是这次试炼的终点。」)→ 胜利(C03+阿铆台词「灯亮了。试炼完成。」)→ 失败(阿铆台词「工具散了一地……再来一次。」+失败结算面板)。叙事只做包装不改数值。\\\\n- - F01 视角与镜头:侧视战斗舞台;出牌时推近 5% 再回(0.3 秒);蜂后登场先拉远再慢推(1.5 秒)。\\\\n- - F04 环境常驻效果:废土热浪、齿轮吊臂缓摆、蒸汽泄压、火星飘散。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 发电塔重亮\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: The old power tower lights up from bottom to top, sparks flying, the tinker stands below with the backpack as lights spread across the junkyard at dusk, stylized steampunk tinker style, brass, rust, leather and canvas, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 发电塔重亮(Ending,8 秒,1280×720@24fps)\\\\n- - 触发时机:V01 成立、胜利结算面板出现之前,每局一次;失败不走 CG(W08 失败台词+defeat_sting+失败结算面板)\\\\n- - 内容与角色场景:旧发电塔自下而上逐层点亮、火花飞溅,修补匠背着行囊站在塔下,暮色中灯光漫过废土\\\\n- - 资产对应:修补匠阿铆与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入胜利结算面板;自然播完 → 进入胜利结算面板\\\\n- - 状态一致:仅在真实 V01 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: The old power tower lights up from bottom to top, sparks flying, the tinker stands below with the backpack as lights spread across the junkyard at dusk, stylized steampunk tinker style, brass, rust, leather and canvas, cinematic, original design, no text\\\\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: 直接进入胜利结算面板\\\\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\"}"
|
| 44 |
+
},
|
| 45 |
+
"result_url": "https://tempfile.aiquickdraw.com/seedance/1792404941861-ldiqduuh1xi.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G034_cg_003__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G034_cg_003__seedance20.mp4",
|
| 48 |
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"native_video_bytes": 4844400,
|
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"video_bytes": 2281595,
|
| 50 |
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"credits_consumed": 328.0,
|
| 51 |
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"finished_at": "2026-10-19T10:15:50.157035+00:00",
|
| 52 |
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"uploaded_artifact": "video_seedance.mp4",
|
| 53 |
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"upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
|
| 54 |
+
}
|
outputs/G034_tinker_backpack/assets/cg_video/G034_cg_003/video_seedance.mp4
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